Coverage Report

Created: 2023-06-19 01:28

/src/DLXEmu/external/imgui/imgui.cpp
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// dear imgui, v1.89.7 WIP
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// (main code and documentation)
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// Help:
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// - Read FAQ at http://dearimgui.com/faq
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// - Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
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// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
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// Read imgui.cpp for details, links and comments.
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// Resources:
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// - FAQ                   http://dearimgui.com/faq
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// - Homepage & latest     https://github.com/ocornut/imgui
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// - Releases & changelog  https://github.com/ocornut/imgui/releases
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// - Gallery               https://github.com/ocornut/imgui/issues/6478 (please post your screenshots/video there!)
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// - Wiki                  https://github.com/ocornut/imgui/wiki (lots of good stuff there)
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// - Glossary              https://github.com/ocornut/imgui/wiki/Glossary
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// - Issues & support      https://github.com/ocornut/imgui/issues
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// Getting Started?
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// - For first-time users having issues compiling/linking/running or issues loading fonts:
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//   please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
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// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
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// See LICENSE.txt for copyright and licensing details (standard MIT License).
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// This library is free but needs your support to sustain development and maintenance.
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// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.com".
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// Individuals: you can support continued development via donations. See docs/README or web page.
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// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
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// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
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// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't
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// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you
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// to a better solution or official support for them.
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/*
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Index of this file:
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DOCUMENTATION
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- MISSION STATEMENT
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- CONTROLS GUIDE
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- PROGRAMMER GUIDE
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  - READ FIRST
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  - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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  - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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  - HOW A SIMPLE APPLICATION MAY LOOK LIKE
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  - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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- API BREAKING CHANGES (read me when you update!)
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- FREQUENTLY ASKED QUESTIONS (FAQ)
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  - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer)
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CODE
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(search for "[SECTION]" in the code to find them)
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// [SECTION] INCLUDES
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// [SECTION] FORWARD DECLARATIONS
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// [SECTION] CONTEXT AND MEMORY ALLOCATORS
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// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
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// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
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// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
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// [SECTION] MISC HELPERS/UTILITIES (File functions)
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// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
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// [SECTION] MISC HELPERS/UTILITIES (Color functions)
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// [SECTION] ImGuiStorage
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// [SECTION] ImGuiTextFilter
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// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
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// [SECTION] ImGuiListClipper
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// [SECTION] STYLING
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// [SECTION] RENDER HELPERS
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// [SECTION] INITIALIZATION, SHUTDOWN
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// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
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// [SECTION] INPUTS
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// [SECTION] ERROR CHECKING
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// [SECTION] LAYOUT
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// [SECTION] SCROLLING
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// [SECTION] TOOLTIPS
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// [SECTION] POPUPS
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// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
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// [SECTION] DRAG AND DROP
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// [SECTION] LOGGING/CAPTURING
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// [SECTION] SETTINGS
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// [SECTION] LOCALIZATION
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// [SECTION] VIEWPORTS, PLATFORM WINDOWS
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// [SECTION] DOCKING
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// [SECTION] PLATFORM DEPENDENT HELPERS
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// [SECTION] METRICS/DEBUGGER WINDOW
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// [SECTION] DEBUG LOG WINDOW
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// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)
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*/
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//-----------------------------------------------------------------------------
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// DOCUMENTATION
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//-----------------------------------------------------------------------------
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/*
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 MISSION STATEMENT
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 =================
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 - Easy to use to create code-driven and data-driven tools.
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 - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
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 - Easy to hack and improve.
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 - Minimize setup and maintenance.
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 - Minimize state storage on user side.
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 - Minimize state synchronization.
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 - Portable, minimize dependencies, run on target (consoles, phones, etc.).
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 - Efficient runtime and memory consumption.
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 Designed for developers and content-creators, not the typical end-user! Some of the current weaknesses includes:
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 - Doesn't look fancy, doesn't animate.
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 - Limited layout features, intricate layouts are typically crafted in code.
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 CONTROLS GUIDE
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 ==============
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 - MOUSE CONTROLS
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   - Mouse wheel:                   Scroll vertically.
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   - SHIFT+Mouse wheel:             Scroll horizontally.
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   - Click [X]:                     Close a window, available when 'bool* p_open' is passed to ImGui::Begin().
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   - Click ^, Double-Click title:   Collapse window.
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   - Drag on corner/border:         Resize window (double-click to auto fit window to its contents).
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   - Drag on any empty space:       Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true).
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   - Left-click outside popup:      Close popup stack (right-click over underlying popup: Partially close popup stack).
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 - TEXT EDITOR
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   - Hold SHIFT or Drag Mouse:      Select text.
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   - CTRL+Left/Right:               Word jump.
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   - CTRL+Shift+Left/Right:         Select words.
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   - CTRL+A or Double-Click:        Select All.
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   - CTRL+X, CTRL+C, CTRL+V:        Use OS clipboard.
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   - CTRL+Z, CTRL+Y:                Undo, Redo.
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   - ESCAPE:                        Revert text to its original value.
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   - On OSX, controls are automatically adjusted to match standard OSX text editing shortcuts and behaviors.
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 - KEYBOARD CONTROLS
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   - Basic:
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     - Tab, SHIFT+Tab               Cycle through text editable fields.
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     - CTRL+Tab, CTRL+Shift+Tab     Cycle through windows.
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     - CTRL+Click                   Input text into a Slider or Drag widget.
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   - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`:
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     - Tab, SHIFT+Tab:              Cycle through every items.
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     - Arrow keys                   Move through items using directional navigation. Tweak value.
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     - Arrow keys + Alt, Shift      Tweak slower, tweak faster (when using arrow keys).
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     - Enter                        Activate item (prefer text input when possible).
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     - Space                        Activate item (prefer tweaking with arrows when possible).
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     - Escape                       Deactivate item, leave child window, close popup.
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     - Page Up, Page Down           Previous page, next page.
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     - Home, End                    Scroll to top, scroll to bottom.
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     - Alt                          Toggle between scrolling layer and menu layer.
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     - CTRL+Tab then Ctrl+Arrows    Move window. Hold SHIFT to resize instead of moving.
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   - Output when ImGuiConfigFlags_NavEnableKeyboard set,
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     - io.WantCaptureKeyboard flag is set when keyboard is claimed.
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     - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
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     - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used).
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 - GAMEPAD CONTROLS
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   - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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   - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse!
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   - Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets
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   - Backend support: backend needs to:
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      - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.
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      - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.
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        Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
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      - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead!
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   - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,
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     with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
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 - REMOTE INPUTS SHARING & MOUSE EMULATION
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   - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback.
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   - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app)
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     in order to share your PC mouse/keyboard.
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   - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions.
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   - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.
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     Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements.
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     When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.
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     When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.
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     (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!)
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     (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
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     to set a boolean to ignore your other external mouse positions until the external source is moved again.)
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 PROGRAMMER GUIDE
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 ================
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 READ FIRST
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 ----------
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 - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)
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 - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or
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   destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, fewer bugs.
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 - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
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 - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
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 - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
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   You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.
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 - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
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   For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,
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   where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
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 - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
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 - This codebase is also optimized to yield decent performances with typical "Debug" builds settings.
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 - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
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   If you get an assert, read the messages and comments around the assert.
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 - C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace.
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 - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
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   See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
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   However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase.
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 - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!).
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 HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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 ----------------------------------------------
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 - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)
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 - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master".
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 - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.
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 - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
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   If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
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   from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
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   likely be a comment about it. Please report any issue to the GitHub page!
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 - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.
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 - Try to keep your copy of Dear ImGui reasonably up to date.
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 GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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 ---------------------------------------------------------------
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 - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
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 - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.
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 - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.
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   It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL).
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 - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
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 - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
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 - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
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   Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"
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   phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render().
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 - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.
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 - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
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 HOW A SIMPLE APPLICATION MAY LOOK LIKE
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 --------------------------------------
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 EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
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 The sub-folders in examples/ contain examples applications following this structure.
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)
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     ImGui_ImplWin32_Init(hwnd);
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     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
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     // Application main loop
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     while (true)
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     {
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         // Feed inputs to dear imgui, start new frame
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         ImGui_ImplDX11_NewFrame();
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         ImGui_ImplWin32_NewFrame();
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         ImGui::NewFrame();
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         // Any application code here
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         ImGui::Text("Hello, world!");
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         // Render dear imgui into screen
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         ImGui::Render();
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         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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         g_pSwapChain->Present(1, 0);
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     }
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     // Shutdown
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     ImGui_ImplDX11_Shutdown();
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     ImGui_ImplWin32_Shutdown();
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     ImGui::DestroyContext();
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 EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Build and load the texture atlas into a texture
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     // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)
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     int width, height;
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     unsigned char* pixels = nullptr;
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     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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     // At this point you've got the texture data and you need to upload that to your graphic system:
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     // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
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     // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.
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     MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
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     io.Fonts->SetTexID((void*)texture);
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     // Application main loop
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     while (true)
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     {
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        // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.
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        // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)
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        io.DeltaTime = 1.0f/60.0f;              // set the time elapsed since the previous frame (in seconds)
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        io.DisplaySize.x = 1920.0f;             // set the current display width
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        io.DisplaySize.y = 1280.0f;             // set the current display height here
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        io.AddMousePosEvent(mouse_x, mouse_y);  // update mouse position
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        io.AddMouseButtonEvent(0, mouse_b[0]);  // update mouse button states
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        io.AddMouseButtonEvent(1, mouse_b[1]);  // update mouse button states
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        // Call NewFrame(), after this point you can use ImGui::* functions anytime
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        // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)
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        ImGui::NewFrame();
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        // Most of your application code here
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        ImGui::Text("Hello, world!");
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        MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
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        MyGameRender(); // may use any Dear ImGui functions as well!
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        // Render dear imgui, swap buffers
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        // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)
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        ImGui::EndFrame();
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        ImGui::Render();
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        ImDrawData* draw_data = ImGui::GetDrawData();
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        MyImGuiRenderFunction(draw_data);
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        SwapBuffers();
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     }
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     // Shutdown
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     ImGui::DestroyContext();
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 To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
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 you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
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 Please read the FAQ and example applications for details about this!
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 HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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 ---------------------------------------------
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 The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
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    void MyImGuiRenderFunction(ImDrawData* draw_data)
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    {
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       // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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       // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
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       // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
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       ImVec2 clip_off = draw_data->DisplayPos;
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       for (int n = 0; n < draw_data->CmdListsCount; n++)
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       {
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          const ImDrawList* cmd_list = draw_data->CmdLists[n];
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          const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by Dear ImGui
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          const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by Dear ImGui
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          for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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          {
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             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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             if (pcmd->UserCallback)
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             {
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                 pcmd->UserCallback(cmd_list, pcmd);
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             }
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             else
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             {
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                 // Project scissor/clipping rectangles into framebuffer space
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                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
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                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
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                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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                     continue;
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                 // We are using scissoring to clip some objects. All low-level graphics API should support it.
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                 // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
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                 //   (some elements visible outside their bounds) but you can fix that once everything else works!
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                 // - Clipping coordinates are provided in imgui coordinates space:
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                 //   - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
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                 //   - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
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                 //   - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
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                 //     always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
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                 // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
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                 MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
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                 // The texture for the draw call is specified by pcmd->GetTexID().
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                 // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
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                 MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
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                 // Render 'pcmd->ElemCount/3' indexed triangles.
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                 // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
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                 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
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             }
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          }
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       }
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    }
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 API BREAKING CHANGES
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 ====================
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 Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.
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 Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.
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 When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
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 You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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(Docking/Viewport Branch)
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 - 2023/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
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                          - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore.
404
                            you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
405
                          - likewise io.MousePos and GetMousePos() will use OS coordinates.
406
                            If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
407
408
 - 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3.
409
 - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago:
410
                           - ListBoxHeader()  -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference)
411
                           - ListBoxFooter()  -> use EndListBox()
412
 - 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin().
413
 - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices().
414
 - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago:
415
                           - ImGuiSliderFlags_ClampOnInput        -> use ImGuiSliderFlags_AlwaysClamp
416
                           - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite
417
                           - ImDrawList::AddBezierCurve()         -> use ImDrawList::AddBezierCubic()
418
                           - ImDrawList::PathBezierCurveTo()      -> use ImDrawList::PathBezierCubicCurveTo()
419
 - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete).
420
 - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner.
421
 - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h.
422
                         Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA,
423
                         it has been frequently requested by people to use our own. We had an opt-in define which was
424
                         previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164)
425
                           - OK:     #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h"
426
                           - Error:  #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h"
427
 - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3.
428
 - 2022/10/26 (1.89)   - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79.
429
 - 2022/10/12 (1.89)   - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.
430
 - 2022/09/26 (1.89)   - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete).
431
                           - ImGuiKey_ModCtrl  and ImGuiModFlags_Ctrl  -> ImGuiMod_Ctrl
432
                           - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift
433
                           - ImGuiKey_ModAlt   and ImGuiModFlags_Alt   -> ImGuiMod_Alt
434
                           - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super
435
                         the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.
436
                         the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions.
437
                         exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway.
438
 - 2022/09/20 (1.89)   - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers.
439
                         this will require uses of legacy backend-dependent indices to be casted, e.g.
440
                            - with imgui_impl_glfw:  IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);
441
                            - with imgui_impl_win32: IsKeyPressed('A')        -> IsKeyPressed((ImGuiKey)'A')
442
                            - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now!
443
 - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);
444
 - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020):
445
                         - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
446
                         - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
447
                         - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags)
448
 - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries.
449
                       this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item.
450
                         - previously this would make the window content size ~200x200:
451
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
452
                         - instead, please submit an item:
453
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
454
                         - alternative:
455
                              Begin(...) + Dummy(ImVec2(200,200)) + End();
456
                         - content size is now only extended when submitting an item!
457
                         - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert.
458
                         - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.
459
 - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete).
460
                        - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.
461
                        - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
462
                          - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.
463
                          - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.
464
                        - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
465
                          - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.
466
                          - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.
467
 - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes).
468
                        - Official backends from 1.87+                  -> no issue.
469
                        - Official backends from 1.60 to 1.86           -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!
470
                        - Custom backends not writing to io.NavInputs[] -> no issue.
471
                        - Custom backends writing to io.NavInputs[]     -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!
472
                        - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].
473
 - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete).
474
 - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary.
475
 - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.
476
 - 2022/01/20 (1.87) - inputs: reworded gamepad IO.
477
                        - Backend writing to io.NavInputs[]            -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
478
 - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
479
 - 2022/01/17 (1.87) - inputs: reworked mouse IO.
480
                        - Backend writing to io.MousePos               -> backend should call io.AddMousePosEvent()
481
                        - Backend writing to io.MouseDown[]            -> backend should call io.AddMouseButtonEvent()
482
                        - Backend writing to io.MouseWheel             -> backend should call io.AddMouseWheelEvent()
483
                        - Backend writing to io.MouseHoveredViewport   -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
484
                       note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
485
                       read https://github.com/ocornut/imgui/issues/4921 for details.
486
 - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
487
                        - IsKeyPressed(MY_NATIVE_KEY_XXX)              -> use IsKeyPressed(ImGuiKey_XXX)
488
                        - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX))      -> use IsKeyPressed(ImGuiKey_XXX)
489
                        - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
490
                        - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*
491
                     - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
492
                     - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
493
 - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
494
 - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
495
 - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
496
                        - ImGui::SetNextTreeNodeOpen()        -> use ImGui::SetNextItemOpen()
497
                        - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
498
                        - ImGui::TreeAdvanceToLabelPos()      -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
499
                        - ImFontAtlas::CustomRect             -> use ImFontAtlasCustomRect
500
                        - ImGuiColorEditFlags_RGB/HSV/HEX     -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
501
 - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
502
 - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.
503
 - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.
504
 - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
505
                        - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
506
                        - ImFont::GlyphRangesBuilder  -> use ImFontGlyphRangesBuilder
507
 - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().
508
                        - if you are using official backends from the source tree: you have nothing to do.
509
                        - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
510
 - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
511
                        - ImDrawCornerFlags_TopLeft  -> use ImDrawFlags_RoundCornersTopLeft
512
                        - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight
513
                        - ImDrawCornerFlags_None     -> use ImDrawFlags_RoundCornersNone etc.
514
                       flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.
515
                       breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
516
                        - rounding == 0.0f + flags == 0 --> meant no rounding  --> unchanged (common use)
517
                        - rounding  > 0.0f + flags != 0 --> meant rounding     --> unchanged (common use)
518
                        - rounding == 0.0f + flags != 0 --> meant no rounding  --> unchanged (unlikely use)
519
                        - rounding  > 0.0f + flags == 0 --> meant no rounding  --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f.
520
                       this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok.
521
                       the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts.
522
                       legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).
523
 - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
524
                        - ImGui::SetScrollHere()              -> use ImGui::SetScrollHereY()
525
 - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing.
526
 - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
527
 - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file  with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.
528
 - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.
529
 - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).
530
                     - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
531
                     - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).
532
 - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
533
                     - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
534
                     - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
535
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):
536
                        - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
537
                        - ImGuiCol_ModalWindowDarkening       -> use ImGuiCol_ModalWindowDimBg
538
                        - ImGuiInputTextCallback              -> use ImGuiTextEditCallback
539
                        - ImGuiInputTextCallbackData          -> use ImGuiTextEditCallbackData
540
 - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
541
 - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!
542
 - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.
543
 - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures
544
 - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.
545
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):
546
                        - io.RenderDrawListsFn pointer        -> use ImGui::GetDrawData() value and call the render function of your backend
547
                        - ImGui::IsAnyWindowFocused()         -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
548
                        - ImGui::IsAnyWindowHovered()         -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
549
                        - ImGuiStyleVar_Count_                -> use ImGuiStyleVar_COUNT
550
                        - ImGuiMouseCursor_Count_             -> use ImGuiMouseCursor_COUNT
551
                      - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):
552
                        - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision.
553
                        - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
554
 - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).
555
 - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).
556
 - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
557
 - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.
558
 - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.
559
 - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!
560
 - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
561
                       replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
562
                       worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
563
                       - if you omitted the 'power' parameter (likely!), you are not affected.
564
                       - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.
565
                       - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.
566
                       see https://github.com/ocornut/imgui/issues/3361 for all details.
567
                       kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.
568
                       for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
569
                     - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.
570
 - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
571
 - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]
572
 - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
573
 - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
574
 - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
575
 - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
576
 - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
577
 - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
578
                       - ShowTestWindow()                    -> use ShowDemoWindow()
579
                       - IsRootWindowFocused()               -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
580
                       - IsRootWindowOrAnyChildFocused()     -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
581
                       - SetNextWindowContentWidth(w)        -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
582
                       - GetItemsLineHeightWithSpacing()     -> use GetFrameHeightWithSpacing()
583
                       - ImGuiCol_ChildWindowBg              -> use ImGuiCol_ChildBg
584
                       - ImGuiStyleVar_ChildWindowRounding   -> use ImGuiStyleVar_ChildRounding
585
                       - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
586
                       - IMGUI_DISABLE_TEST_WINDOWS          -> use IMGUI_DISABLE_DEMO_WINDOWS
587
 - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API.
588
 - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).
589
 - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
590
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.
591
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.
592
 - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):
593
                       - Begin() [old 5 args version]        -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
594
                       - IsRootWindowOrAnyChildHovered()     -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
595
                       - AlignFirstTextHeightToWidgets()     -> use AlignTextToFramePadding()
596
                       - SetNextWindowPosCenter()            -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
597
                       - ImFont::Glyph                       -> use ImFontGlyph
598
 - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
599
                       if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.
600
                       The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
601
                       If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
602
 - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).
603
 - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
604
 - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71.
605
 - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have
606
                       overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.
607
                       This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.
608
                       Please reach out if you are affected.
609
 - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
610
 - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
611
 - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
612
 - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
613
 - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
614
 - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
615
 - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!
616
 - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
617
 - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
618
 - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
619
 - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects.
620
 - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
621
 - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
622
 - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
623
 - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.
624
                       If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.
625
 - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
626
 - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.
627
                       NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.
628
                       Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.
629
 - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
630
 - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).
631
 - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
632
 - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.
633
 - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
634
 - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
635
 - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
636
 - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan,  etc.).
637
                       old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.
638
                       when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.
639
                       in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.
640
 - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
641
 - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
642
 - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
643
                       If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
644
                       To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
645
                       If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them.
646
 - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
647
                       consistent with other functions. Kept redirection functions (will obsolete).
648
 - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.
649
 - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch).
650
 - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
651
 - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
652
 - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
653
 - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
654
 - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
655
 - 2018/02/07 (1.60) - reorganized context handling to be more explicit,
656
                       - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
657
                       - removed Shutdown() function, as DestroyContext() serve this purpose.
658
                       - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
659
                       - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
660
                       - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
661
 - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
662
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
663
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
664
 - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
665
 - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
666
 - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
667
 - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
668
 - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
669
 - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
670
 - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
671
 - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
672
                     - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).
673
 - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).
674
 - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).
675
 - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
676
 - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.
677
                       Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.
678
 - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.
679
 - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
680
 - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
681
 - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);
682
 - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.
683
 - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.
684
 - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.
685
                       removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
686
                         IsItemHoveredRect()        --> IsItemHovered(ImGuiHoveredFlags_RectOnly)
687
                         IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
688
                         IsMouseHoveringWindow()    --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]
689
 - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
690
 - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
691
 - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
692
 - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
693
 - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
694
 - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
695
                     - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
696
                     - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
697
 - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
698
 - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
699
 - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
700
 - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
701
 - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).
702
 - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete).
703
 - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().
704
 - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.
705
                     - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
706
                     - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))'
707
 - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
708
 - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
709
 - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
710
 - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild().
711
 - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
712
 - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
713
 - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal.
714
 - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
715
                       If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
716
                       This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:
717
                       ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }
718
                       If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
719
 - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
720
 - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
721
 - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).
722
 - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
723
 - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337).
724
 - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
725
 - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
726
 - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.
727
 - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.
728
 - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
729
 - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
730
 - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
731
                       GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
732
                       GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
733
 - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
734
 - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
735
 - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
736
 - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.
737
                       you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
738
 - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
739
                       this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
740
                     - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
741
                     - the signature of the io.RenderDrawListsFn handler has changed!
742
                       old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
743
                       new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
744
                         parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
745
                         ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
746
                         ImDrawCmd:  'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
747
                     - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
748
                     - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
749
                     - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
750
 - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
751
 - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
752
 - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
753
 - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
754
 - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry!
755
 - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
756
 - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
757
 - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
758
 - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened.
759
 - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
760
 - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.
761
 - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
762
 - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
763
 - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
764
 - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.
765
 - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
766
 - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.
767
 - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)
768
 - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.
769
 - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
770
 - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
771
 - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
772
 - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
773
 - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
774
 - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
775
 - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
776
 - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
777
                       - old:  const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];
778
                       - new:  unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);
779
                       you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.
780
 - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID()
781
 - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
782
 - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
783
 - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
784
 - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
785
 - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
786
 - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
787
 - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)
788
 - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
789
 - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
790
 - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
791
 - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
792
 - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
793
 - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
794
795
796
 FREQUENTLY ASKED QUESTIONS (FAQ)
797
 ================================
798
799
 Read all answers online:
800
   https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
801
 Read all answers locally (with a text editor or ideally a Markdown viewer):
802
   docs/FAQ.md
803
 Some answers are copied down here to facilitate searching in code.
804
805
 Q&A: Basics
806
 ===========
807
808
 Q: Where is the documentation?
809
 A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.
810
    - Run the examples/ and explore them.
811
    - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
812
    - The demo covers most features of Dear ImGui, so you can read the code and see its output.
813
    - See documentation and comments at the top of imgui.cpp + effectively imgui.h.
814
    - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the
815
      examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
816
    - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.
817
    - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.
818
    - Your programming IDE is your friend, find the type or function declaration to find comments
819
      associated with it.
820
821
 Q: What is this library called?
822
 Q: Which version should I get?
823
 >> This library is called "Dear ImGui", please don't call it "ImGui" :)
824
 >> See https://www.dearimgui.com/faq for details.
825
826
 Q&A: Integration
827
 ================
828
829
 Q: How to get started?
830
 A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
831
832
 Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
833
 A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
834
 >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this.
835
836
 Q. How can I enable keyboard controls?
837
 Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)
838
 Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
839
 Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
840
 Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
841
 >> See https://www.dearimgui.com/faq
842
843
 Q&A: Usage
844
 ----------
845
846
 Q: About the ID Stack system..
847
   - Why is my widget not reacting when I click on it?
848
   - How can I have widgets with an empty label?
849
   - How can I have multiple widgets with the same label?
850
   - How can I have multiple windows with the same label?
851
 Q: How can I display an image? What is ImTextureID, how does it work?
852
 Q: How can I use my own math types instead of ImVec2/ImVec4?
853
 Q: How can I interact with standard C++ types (such as std::string and std::vector)?
854
 Q: How can I display custom shapes? (using low-level ImDrawList API)
855
 >> See https://www.dearimgui.com/faq
856
857
 Q&A: Fonts, Text
858
 ================
859
860
 Q: How should I handle DPI in my application?
861
 Q: How can I load a different font than the default?
862
 Q: How can I easily use icons in my application?
863
 Q: How can I load multiple fonts?
864
 Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
865
 >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md
866
867
 Q&A: Concerns
868
 =============
869
870
 Q: Who uses Dear ImGui?
871
 Q: Can you create elaborate/serious tools with Dear ImGui?
872
 Q: Can you reskin the look of Dear ImGui?
873
 Q: Why using C++ (as opposed to C)?
874
 >> See https://www.dearimgui.com/faq
875
876
 Q&A: Community
877
 ==============
878
879
 Q: How can I help?
880
 A: - Businesses: please reach out to "contact AT dearimgui.com" if you work in a place using Dear ImGui!
881
      We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
882
      This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people working on this project.
883
    - Individuals: you can support continued development via PayPal donations. See README.
884
    - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, read docs/TODO.txt
885
      and see how you want to help and can help!
886
    - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
887
      You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.
888
      But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.
889
    - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately).
890
891
*/
892
893
//-------------------------------------------------------------------------
894
// [SECTION] INCLUDES
895
//-------------------------------------------------------------------------
896
897
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
898
#define _CRT_SECURE_NO_WARNINGS
899
#endif
900
901
#ifndef IMGUI_DEFINE_MATH_OPERATORS
902
#define IMGUI_DEFINE_MATH_OPERATORS
903
#endif
904
905
#include "imgui.h"
906
#ifndef IMGUI_DISABLE
907
#include "imgui_internal.h"
908
909
// System includes
910
#include <stdio.h>      // vsnprintf, sscanf, printf
911
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
912
#include <stddef.h>     // intptr_t
913
#else
914
#include <stdint.h>     // intptr_t
915
#endif
916
917
// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled
918
#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
919
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
920
#endif
921
922
// [Windows] OS specific includes (optional)
923
#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
924
#define IMGUI_DISABLE_WIN32_FUNCTIONS
925
#endif
926
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
927
#ifndef WIN32_LEAN_AND_MEAN
928
#define WIN32_LEAN_AND_MEAN
929
#endif
930
#ifndef NOMINMAX
931
#define NOMINMAX
932
#endif
933
#ifndef __MINGW32__
934
#include <Windows.h>        // _wfopen, OpenClipboard
935
#else
936
#include <windows.h>
937
#endif
938
#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions
939
#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
940
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
941
#endif
942
#endif
943
944
// [Apple] OS specific includes
945
#if defined(__APPLE__)
946
#include <TargetConditionals.h>
947
#endif
948
949
// Visual Studio warnings
950
#ifdef _MSC_VER
951
#pragma warning (disable: 4127)             // condition expression is constant
952
#pragma warning (disable: 4996)             // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
953
#if defined(_MSC_VER) && _MSC_VER >= 1922   // MSVC 2019 16.2 or later
954
#pragma warning (disable: 5054)             // operator '|': deprecated between enumerations of different types
955
#endif
956
#pragma warning (disable: 26451)            // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
957
#pragma warning (disable: 26495)            // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
958
#pragma warning (disable: 26812)            // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
959
#endif
960
961
// Clang/GCC warnings with -Weverything
962
#if defined(__clang__)
963
#if __has_warning("-Wunknown-warning-option")
964
#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
965
#endif
966
#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
967
#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.
968
#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
969
#pragma clang diagnostic ignored "-Wformat-nonliteral"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
970
#pragma clang diagnostic ignored "-Wexit-time-destructors"          // warning: declaration requires an exit-time destructor     // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
971
#pragma clang diagnostic ignored "-Wglobal-constructors"            // warning: declaration requires a global destructor         // similar to above, not sure what the exact difference is.
972
#pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness
973
#pragma clang diagnostic ignored "-Wformat-pedantic"                // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
974
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"       // warning: cast to 'void *' from smaller integer type 'int'
975
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0
976
#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
977
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
978
#elif defined(__GNUC__)
979
// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association.
980
#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind
981
#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
982
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast"      // warning: cast to pointer from integer of different size
983
#pragma GCC diagnostic ignored "-Wformat"                   // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'
984
#pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function
985
#pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value
986
#pragma GCC diagnostic ignored "-Wformat-nonliteral"        // warning: format not a string literal, format string not checked
987
#pragma GCC diagnostic ignored "-Wstrict-overflow"          // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
988
#pragma GCC diagnostic ignored "-Wclass-memaccess"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
989
#endif
990
991
// Debug options
992
0
#define IMGUI_DEBUG_NAV_SCORING     0   // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
993
#define IMGUI_DEBUG_NAV_RECTS       0   // Display the reference navigation rectangle for each window
994
#define IMGUI_DEBUG_INI_SETTINGS    0   // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower)
995
996
// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
997
static const float NAV_WINDOWING_HIGHLIGHT_DELAY            = 0.20f;    // Time before the highlight and screen dimming starts fading in
998
static const float NAV_WINDOWING_LIST_APPEAR_DELAY          = 0.15f;    // Time before the window list starts to appear
999
1000
// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
1001
static const float WINDOWS_HOVER_PADDING                    = 4.0f;     // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
1002
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f;    // Reduce visual noise by only highlighting the border after a certain time.
1003
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER    = 0.70f;    // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
1004
1005
// Docking
1006
static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA        = 0.50f;    // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
1007
static const float DOCKING_SPLITTER_SIZE                    = 2.0f;
1008
1009
//-------------------------------------------------------------------------
1010
// [SECTION] FORWARD DECLARATIONS
1011
//-------------------------------------------------------------------------
1012
1013
static void             SetCurrentWindow(ImGuiWindow* window);
1014
static void             FindHoveredWindow();
1015
static ImGuiWindow*     CreateNewWindow(const char* name, ImGuiWindowFlags flags);
1016
static ImVec2           CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
1017
1018
static void             AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
1019
static void             AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
1020
1021
// Settings
1022
static void             WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
1023
static void*            WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
1024
static void             WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
1025
static void             WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
1026
static void             WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);
1027
1028
// Platform Dependents default implementation for IO functions
1029
static const char*      GetClipboardTextFn_DefaultImpl(void* user_data_ctx);
1030
static void             SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text);
1031
static void             SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
1032
1033
namespace ImGui
1034
{
1035
// Navigation
1036
static void             NavUpdate();
1037
static void             NavUpdateWindowing();
1038
static void             NavUpdateWindowingOverlay();
1039
static void             NavUpdateCancelRequest();
1040
static void             NavUpdateCreateMoveRequest();
1041
static void             NavUpdateCreateTabbingRequest();
1042
static float            NavUpdatePageUpPageDown();
1043
static inline void      NavUpdateAnyRequestFlag();
1044
static void             NavUpdateCreateWrappingRequest();
1045
static void             NavEndFrame();
1046
static bool             NavScoreItem(ImGuiNavItemData* result);
1047
static void             NavApplyItemToResult(ImGuiNavItemData* result);
1048
static void             NavProcessItem();
1049
static void             NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags);
1050
static ImVec2           NavCalcPreferredRefPos();
1051
static void             NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
1052
static ImGuiWindow*     NavRestoreLastChildNavWindow(ImGuiWindow* window);
1053
static void             NavRestoreLayer(ImGuiNavLayer layer);
1054
static void             NavRestoreHighlightAfterMove();
1055
static int              FindWindowFocusIndex(ImGuiWindow* window);
1056
1057
// Error Checking and Debug Tools
1058
static void             ErrorCheckNewFrameSanityChecks();
1059
static void             ErrorCheckEndFrameSanityChecks();
1060
static void             UpdateDebugToolItemPicker();
1061
static void             UpdateDebugToolStackQueries();
1062
1063
// Inputs
1064
static void             UpdateKeyboardInputs();
1065
static void             UpdateMouseInputs();
1066
static void             UpdateMouseWheel();
1067
static void             UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
1068
1069
// Misc
1070
static void             UpdateSettings();
1071
static bool             UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
1072
static void             RenderWindowOuterBorders(ImGuiWindow* window);
1073
static void             RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
1074
static void             RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
1075
static void             RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
1076
static void             RenderDimmedBackgrounds();
1077
1078
// Viewports
1079
const ImGuiID           IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
1080
static ImGuiViewportP*  AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags);
1081
static void             DestroyViewport(ImGuiViewportP* viewport);
1082
static void             UpdateViewportsNewFrame();
1083
static void             UpdateViewportsEndFrame();
1084
static void             WindowSelectViewport(ImGuiWindow* window);
1085
static void             WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack);
1086
static bool             UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
1087
static bool             UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window);
1088
static bool             GetWindowAlwaysWantOwnViewport(ImGuiWindow* window);
1089
static int              FindPlatformMonitorForPos(const ImVec2& pos);
1090
static int              FindPlatformMonitorForRect(const ImRect& r);
1091
static void             UpdateViewportPlatformMonitor(ImGuiViewportP* viewport);
1092
1093
}
1094
1095
//-----------------------------------------------------------------------------
1096
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
1097
//-----------------------------------------------------------------------------
1098
1099
// DLL users:
1100
// - Heaps and globals are not shared across DLL boundaries!
1101
// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from.
1102
// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL).
1103
// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
1104
// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in).
1105
1106
// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
1107
// - ImGui::CreateContext() will automatically set this pointer if it is NULL.
1108
//   Change to a different context by calling ImGui::SetCurrentContext().
1109
// - Important: Dear ImGui functions are not thread-safe because of this pointer.
1110
//   If you want thread-safety to allow N threads to access N different contexts:
1111
//   - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:
1112
//         struct ImGuiContext;
1113
//         extern thread_local ImGuiContext* MyImGuiTLS;
1114
//         #define GImGui MyImGuiTLS
1115
//     And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
1116
//   - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
1117
//   - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace.
1118
// - DLL users: read comments above.
1119
#ifndef GImGui
1120
ImGuiContext*   GImGui = NULL;
1121
#endif
1122
1123
// Memory Allocator functions. Use SetAllocatorFunctions() to change them.
1124
// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
1125
// - DLL users: read comments above.
1126
#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
1127
0
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); return malloc(size); }
1128
0
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); free(ptr); }
1129
#else
1130
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
1131
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
1132
#endif
1133
static ImGuiMemAllocFunc    GImAllocatorAllocFunc = MallocWrapper;
1134
static ImGuiMemFreeFunc     GImAllocatorFreeFunc = FreeWrapper;
1135
static void*                GImAllocatorUserData = NULL;
1136
1137
//-----------------------------------------------------------------------------
1138
// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
1139
//-----------------------------------------------------------------------------
1140
1141
ImGuiStyle::ImGuiStyle()
1142
0
{
1143
0
    Alpha                   = 1.0f;             // Global alpha applies to everything in Dear ImGui.
1144
0
    DisabledAlpha           = 0.60f;            // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
1145
0
    WindowPadding           = ImVec2(8,8);      // Padding within a window
1146
0
    WindowRounding          = 0.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
1147
0
    WindowBorderSize        = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1148
0
    WindowMinSize           = ImVec2(32,32);    // Minimum window size
1149
0
    WindowTitleAlign        = ImVec2(0.0f,0.5f);// Alignment for title bar text
1150
0
    WindowMenuButtonPosition= ImGuiDir_Left;    // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
1151
0
    ChildRounding           = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
1152
0
    ChildBorderSize         = 1.0f;             // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1153
0
    PopupRounding           = 0.0f;             // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
1154
0
    PopupBorderSize         = 1.0f;             // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1155
0
    FramePadding            = ImVec2(4,3);      // Padding within a framed rectangle (used by most widgets)
1156
0
    FrameRounding           = 0.0f;             // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
1157
0
    FrameBorderSize         = 0.0f;             // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
1158
0
    ItemSpacing             = ImVec2(8,4);      // Horizontal and vertical spacing between widgets/lines
1159
0
    ItemInnerSpacing        = ImVec2(4,4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
1160
0
    CellPadding             = ImVec2(4,2);      // Padding within a table cell
1161
0
    TouchExtraPadding       = ImVec2(0,0);      // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
1162
0
    IndentSpacing           = 21.0f;            // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1163
0
    ColumnsMinSpacing       = 6.0f;             // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1164
0
    ScrollbarSize           = 14.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar
1165
0
    ScrollbarRounding       = 9.0f;             // Radius of grab corners rounding for scrollbar
1166
0
    GrabMinSize             = 12.0f;            // Minimum width/height of a grab box for slider/scrollbar
1167
0
    GrabRounding            = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1168
0
    LogSliderDeadzone       = 4.0f;             // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
1169
0
    TabRounding             = 4.0f;             // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1170
0
    TabBorderSize           = 0.0f;             // Thickness of border around tabs.
1171
0
    TabMinWidthForCloseButton = 0.0f;           // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
1172
0
    ColorButtonPosition     = ImGuiDir_Right;   // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1173
0
    ButtonTextAlign         = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
1174
0
    SelectableTextAlign     = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
1175
0
    SeparatorTextBorderSize = 3.0f;             // Thickkness of border in SeparatorText()
1176
0
    SeparatorTextAlign      = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
1177
0
    SeparatorTextPadding    = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
1178
0
    DisplayWindowPadding    = ImVec2(19,19);    // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
1179
0
    DisplaySafeAreaPadding  = ImVec2(3,3);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
1180
0
    MouseCursorScale        = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1181
0
    AntiAliasedLines        = true;             // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
1182
0
    AntiAliasedLinesUseTex  = true;             // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
1183
0
    AntiAliasedFill         = true;             // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
1184
0
    CurveTessellationTol    = 1.25f;            // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
1185
0
    CircleTessellationMaxError = 0.30f;         // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
1186
1187
    // Default theme
1188
0
    ImGui::StyleColorsDark(this);
1189
0
}
1190
1191
// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.
1192
// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.
1193
void ImGuiStyle::ScaleAllSizes(float scale_factor)
1194
0
{
1195
0
    WindowPadding = ImFloor(WindowPadding * scale_factor);
1196
0
    WindowRounding = ImFloor(WindowRounding * scale_factor);
1197
0
    WindowMinSize = ImFloor(WindowMinSize * scale_factor);
1198
0
    ChildRounding = ImFloor(ChildRounding * scale_factor);
1199
0
    PopupRounding = ImFloor(PopupRounding * scale_factor);
1200
0
    FramePadding = ImFloor(FramePadding * scale_factor);
1201
0
    FrameRounding = ImFloor(FrameRounding * scale_factor);
1202
0
    ItemSpacing = ImFloor(ItemSpacing * scale_factor);
1203
0
    ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor);
1204
0
    CellPadding = ImFloor(CellPadding * scale_factor);
1205
0
    TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor);
1206
0
    IndentSpacing = ImFloor(IndentSpacing * scale_factor);
1207
0
    ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor);
1208
0
    ScrollbarSize = ImFloor(ScrollbarSize * scale_factor);
1209
0
    ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor);
1210
0
    GrabMinSize = ImFloor(GrabMinSize * scale_factor);
1211
0
    GrabRounding = ImFloor(GrabRounding * scale_factor);
1212
0
    LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor);
1213
0
    TabRounding = ImFloor(TabRounding * scale_factor);
1214
0
    TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
1215
0
    SeparatorTextPadding = ImFloor(SeparatorTextPadding * scale_factor);
1216
0
    DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor);
1217
0
    DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor);
1218
0
    MouseCursorScale = ImFloor(MouseCursorScale * scale_factor);
1219
0
}
1220
1221
ImGuiIO::ImGuiIO()
1222
0
{
1223
    // Most fields are initialized with zero
1224
0
    memset(this, 0, sizeof(*this));
1225
0
    IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);
1226
1227
    // Settings
1228
0
    ConfigFlags = ImGuiConfigFlags_None;
1229
0
    BackendFlags = ImGuiBackendFlags_None;
1230
0
    DisplaySize = ImVec2(-1.0f, -1.0f);
1231
0
    DeltaTime = 1.0f / 60.0f;
1232
0
    IniSavingRate = 5.0f;
1233
0
    IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables).
1234
0
    LogFilename = "imgui_log.txt";
1235
0
    MouseDoubleClickTime = 0.30f;
1236
0
    MouseDoubleClickMaxDist = 6.0f;
1237
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1238
    for (int i = 0; i < ImGuiKey_COUNT; i++)
1239
        KeyMap[i] = -1;
1240
#endif
1241
0
    KeyRepeatDelay = 0.275f;
1242
0
    KeyRepeatRate = 0.050f;
1243
0
    HoverDelayNormal = 0.30f;
1244
0
    HoverDelayShort = 0.10f;
1245
0
    UserData = NULL;
1246
1247
0
    Fonts = NULL;
1248
0
    FontGlobalScale = 1.0f;
1249
0
    FontDefault = NULL;
1250
0
    FontAllowUserScaling = false;
1251
0
    DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
1252
1253
    // Docking options (when ImGuiConfigFlags_DockingEnable is set)
1254
0
    ConfigDockingNoSplit = false;
1255
0
    ConfigDockingWithShift = false;
1256
0
    ConfigDockingAlwaysTabBar = false;
1257
0
    ConfigDockingTransparentPayload = false;
1258
1259
    // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
1260
0
    ConfigViewportsNoAutoMerge = false;
1261
0
    ConfigViewportsNoTaskBarIcon = false;
1262
0
    ConfigViewportsNoDecoration = true;
1263
0
    ConfigViewportsNoDefaultParent = false;
1264
1265
    // Miscellaneous options
1266
0
    MouseDrawCursor = false;
1267
#ifdef __APPLE__
1268
    ConfigMacOSXBehaviors = true;  // Set Mac OS X style defaults based on __APPLE__ compile time flag
1269
#else
1270
0
    ConfigMacOSXBehaviors = false;
1271
0
#endif
1272
0
    ConfigInputTrickleEventQueue = true;
1273
0
    ConfigInputTextCursorBlink = true;
1274
0
    ConfigInputTextEnterKeepActive = false;
1275
0
    ConfigDragClickToInputText = false;
1276
0
    ConfigWindowsResizeFromEdges = true;
1277
0
    ConfigWindowsMoveFromTitleBarOnly = false;
1278
0
    ConfigMemoryCompactTimer = 60.0f;
1279
0
    ConfigDebugBeginReturnValueOnce = false;
1280
0
    ConfigDebugBeginReturnValueLoop = false;
1281
1282
    // Platform Functions
1283
    // Note: Initialize() will setup default clipboard/ime handlers.
1284
0
    BackendPlatformName = BackendRendererName = NULL;
1285
0
    BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
1286
1287
    // Input (NB: we already have memset zero the entire structure!)
1288
0
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1289
0
    MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
1290
0
    MouseSource = ImGuiMouseSource_Mouse;
1291
0
    MouseDragThreshold = 6.0f;
1292
0
    for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
1293
0
    for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
1294
0
    AppAcceptingEvents = true;
1295
0
    BackendUsingLegacyKeyArrays = (ImS8)-1;
1296
0
    BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong
1297
0
}
1298
1299
// Pass in translated ASCII characters for text input.
1300
// - with glfw you can get those from the callback set in glfwSetCharCallback()
1301
// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
1302
// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API
1303
void ImGuiIO::AddInputCharacter(unsigned int c)
1304
0
{
1305
0
    IM_ASSERT(Ctx != NULL);
1306
0
    ImGuiContext& g = *Ctx;
1307
0
    if (c == 0 || !AppAcceptingEvents)
1308
0
        return;
1309
1310
0
    ImGuiInputEvent e;
1311
0
    e.Type = ImGuiInputEventType_Text;
1312
0
    e.Source = ImGuiInputSource_Keyboard;
1313
0
    e.EventId = g.InputEventsNextEventId++;
1314
0
    e.Text.Char = c;
1315
0
    g.InputEventsQueue.push_back(e);
1316
0
}
1317
1318
// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so
1319
// we should save the high surrogate.
1320
void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
1321
0
{
1322
0
    if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents)
1323
0
        return;
1324
1325
0
    if ((c & 0xFC00) == 0xD800) // High surrogate, must save
1326
0
    {
1327
0
        if (InputQueueSurrogate != 0)
1328
0
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1329
0
        InputQueueSurrogate = c;
1330
0
        return;
1331
0
    }
1332
1333
0
    ImWchar cp = c;
1334
0
    if (InputQueueSurrogate != 0)
1335
0
    {
1336
0
        if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate
1337
0
        {
1338
0
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1339
0
        }
1340
0
        else
1341
0
        {
1342
0
#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF
1343
0
            cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar
1344
#else
1345
            cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);
1346
#endif
1347
0
        }
1348
1349
0
        InputQueueSurrogate = 0;
1350
0
    }
1351
0
    AddInputCharacter((unsigned)cp);
1352
0
}
1353
1354
void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
1355
0
{
1356
0
    if (!AppAcceptingEvents)
1357
0
        return;
1358
0
    while (*utf8_chars != 0)
1359
0
    {
1360
0
        unsigned int c = 0;
1361
0
        utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
1362
0
        AddInputCharacter(c);
1363
0
    }
1364
0
}
1365
1366
// FIXME: Perhaps we could clear queued events as well?
1367
void ImGuiIO::ClearInputCharacters()
1368
0
{
1369
0
    InputQueueCharacters.resize(0);
1370
0
}
1371
1372
// FIXME: Perhaps we could clear queued events as well?
1373
void ImGuiIO::ClearInputKeys()
1374
0
{
1375
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1376
    memset(KeysDown, 0, sizeof(KeysDown));
1377
#endif
1378
0
    for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)
1379
0
    {
1380
0
        KeysData[n].Down             = false;
1381
0
        KeysData[n].DownDuration     = -1.0f;
1382
0
        KeysData[n].DownDurationPrev = -1.0f;
1383
0
    }
1384
0
    KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
1385
0
    KeyMods = ImGuiMod_None;
1386
0
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1387
0
    for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++)
1388
0
    {
1389
0
        MouseDown[n] = false;
1390
0
        MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;
1391
0
    }
1392
0
    MouseWheel = MouseWheelH = 0.0f;
1393
0
}
1394
1395
static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1)
1396
0
{
1397
0
    ImGuiContext& g = *ctx;
1398
0
    for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)
1399
0
    {
1400
0
        ImGuiInputEvent* e = &g.InputEventsQueue[n];
1401
0
        if (e->Type != type)
1402
0
            continue;
1403
0
        if (type == ImGuiInputEventType_Key && e->Key.Key != arg)
1404
0
            continue;
1405
0
        if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg)
1406
0
            continue;
1407
0
        return e;
1408
0
    }
1409
0
    return NULL;
1410
0
}
1411
1412
// Queue a new key down/up event.
1413
// - ImGuiKey key:       Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
1414
// - bool down:          Is the key down? use false to signify a key release.
1415
// - float analog_value: 0.0f..1.0f
1416
// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE.
1417
// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULLFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT.
1418
void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
1419
0
{
1420
    //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }
1421
0
    IM_ASSERT(Ctx != NULL);
1422
0
    if (key == ImGuiKey_None || !AppAcceptingEvents)
1423
0
        return;
1424
0
    ImGuiContext& g = *Ctx;
1425
0
    IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
1426
0
    IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.
1427
0
    IM_ASSERT(key != ImGuiMod_Shortcut); // We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself)
1428
1429
    // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
1430
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1431
    IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1432
    if (BackendUsingLegacyKeyArrays == -1)
1433
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
1434
            IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1435
    BackendUsingLegacyKeyArrays = 0;
1436
#endif
1437
0
    if (ImGui::IsGamepadKey(key))
1438
0
        BackendUsingLegacyNavInputArray = false;
1439
1440
    // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
1441
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key);
1442
0
    const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key);
1443
0
    const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;
1444
0
    const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;
1445
0
    if (latest_key_down == down && latest_key_analog == analog_value)
1446
0
        return;
1447
1448
    // Add event
1449
0
    ImGuiInputEvent e;
1450
0
    e.Type = ImGuiInputEventType_Key;
1451
0
    e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard;
1452
0
    e.EventId = g.InputEventsNextEventId++;
1453
0
    e.Key.Key = key;
1454
0
    e.Key.Down = down;
1455
0
    e.Key.AnalogValue = analog_value;
1456
0
    g.InputEventsQueue.push_back(e);
1457
0
}
1458
1459
void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
1460
0
{
1461
0
    if (!AppAcceptingEvents)
1462
0
        return;
1463
0
    AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);
1464
0
}
1465
1466
// [Optional] Call after AddKeyEvent().
1467
// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.
1468
// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this.
1469
void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)
1470
0
{
1471
0
    if (key == ImGuiKey_None)
1472
0
        return;
1473
0
    IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
1474
0
    IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511
1475
0
    IM_UNUSED(native_keycode);  // Yet unused
1476
0
    IM_UNUSED(native_scancode); // Yet unused
1477
1478
    // Build native->imgui map so old user code can still call key functions with native 0..511 values.
1479
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1480
    const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
1481
    if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key))
1482
        return;
1483
    KeyMap[legacy_key] = key;
1484
    KeyMap[key] = legacy_key;
1485
#else
1486
0
    IM_UNUSED(key);
1487
0
    IM_UNUSED(native_legacy_index);
1488
0
#endif
1489
0
}
1490
1491
// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
1492
void ImGuiIO::SetAppAcceptingEvents(bool accepting_events)
1493
0
{
1494
0
    AppAcceptingEvents = accepting_events;
1495
0
}
1496
1497
// Queue a mouse move event
1498
void ImGuiIO::AddMousePosEvent(float x, float y)
1499
0
{
1500
0
    IM_ASSERT(Ctx != NULL);
1501
0
    ImGuiContext& g = *Ctx;
1502
0
    if (!AppAcceptingEvents)
1503
0
        return;
1504
1505
    // Apply same flooring as UpdateMouseInputs()
1506
0
    ImVec2 pos((x > -FLT_MAX) ? ImFloorSigned(x) : x, (y > -FLT_MAX) ? ImFloorSigned(y) : y);
1507
1508
    // Filter duplicate
1509
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos);
1510
0
    const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;
1511
0
    if (latest_pos.x == pos.x && latest_pos.y == pos.y)
1512
0
        return;
1513
1514
0
    ImGuiInputEvent e;
1515
0
    e.Type = ImGuiInputEventType_MousePos;
1516
0
    e.Source = ImGuiInputSource_Mouse;
1517
0
    e.EventId = g.InputEventsNextEventId++;
1518
0
    e.MousePos.PosX = pos.x;
1519
0
    e.MousePos.PosY = pos.y;
1520
0
    e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
1521
0
    g.InputEventsQueue.push_back(e);
1522
0
}
1523
1524
void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
1525
0
{
1526
0
    IM_ASSERT(Ctx != NULL);
1527
0
    ImGuiContext& g = *Ctx;
1528
0
    IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
1529
0
    if (!AppAcceptingEvents)
1530
0
        return;
1531
1532
    // Filter duplicate
1533
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button);
1534
0
    const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];
1535
0
    if (latest_button_down == down)
1536
0
        return;
1537
1538
0
    ImGuiInputEvent e;
1539
0
    e.Type = ImGuiInputEventType_MouseButton;
1540
0
    e.Source = ImGuiInputSource_Mouse;
1541
0
    e.EventId = g.InputEventsNextEventId++;
1542
0
    e.MouseButton.Button = mouse_button;
1543
0
    e.MouseButton.Down = down;
1544
0
    e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
1545
0
    g.InputEventsQueue.push_back(e);
1546
0
}
1547
1548
// Queue a mouse wheel event (some mouse/API may only have a Y component)
1549
void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
1550
0
{
1551
0
    IM_ASSERT(Ctx != NULL);
1552
0
    ImGuiContext& g = *Ctx;
1553
1554
    // Filter duplicate (unlike most events, wheel values are relative and easy to filter)
1555
0
    if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f))
1556
0
        return;
1557
1558
0
    ImGuiInputEvent e;
1559
0
    e.Type = ImGuiInputEventType_MouseWheel;
1560
0
    e.Source = ImGuiInputSource_Mouse;
1561
0
    e.EventId = g.InputEventsNextEventId++;
1562
0
    e.MouseWheel.WheelX = wheel_x;
1563
0
    e.MouseWheel.WheelY = wheel_y;
1564
0
    e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
1565
0
    g.InputEventsQueue.push_back(e);
1566
0
}
1567
1568
// This is not a real event, the data is latched in order to be stored in actual Mouse events.
1569
// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes.
1570
void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source)
1571
0
{
1572
0
    IM_ASSERT(Ctx != NULL);
1573
0
    ImGuiContext& g = *Ctx;
1574
0
    g.InputEventsNextMouseSource = source;
1575
0
}
1576
1577
void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id)
1578
0
{
1579
0
    IM_ASSERT(Ctx != NULL);
1580
0
    ImGuiContext& g = *Ctx;
1581
    //IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport);
1582
0
    if (!AppAcceptingEvents)
1583
0
        return;
1584
1585
    // Filter duplicate
1586
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport);
1587
0
    const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport;
1588
0
    if (latest_viewport_id == viewport_id)
1589
0
        return;
1590
1591
0
    ImGuiInputEvent e;
1592
0
    e.Type = ImGuiInputEventType_MouseViewport;
1593
0
    e.Source = ImGuiInputSource_Mouse;
1594
0
    e.MouseViewport.HoveredViewportID = viewport_id;
1595
0
    g.InputEventsQueue.push_back(e);
1596
0
}
1597
1598
void ImGuiIO::AddFocusEvent(bool focused)
1599
0
{
1600
0
    IM_ASSERT(Ctx != NULL);
1601
0
    ImGuiContext& g = *Ctx;
1602
1603
    // Filter duplicate
1604
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus);
1605
0
    const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;
1606
0
    if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused))
1607
0
        return;
1608
1609
0
    ImGuiInputEvent e;
1610
0
    e.Type = ImGuiInputEventType_Focus;
1611
0
    e.EventId = g.InputEventsNextEventId++;
1612
0
    e.AppFocused.Focused = focused;
1613
0
    g.InputEventsQueue.push_back(e);
1614
0
}
1615
1616
//-----------------------------------------------------------------------------
1617
// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
1618
//-----------------------------------------------------------------------------
1619
1620
ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
1621
0
{
1622
0
    IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()
1623
0
    ImVec2 p_last = p1;
1624
0
    ImVec2 p_closest;
1625
0
    float p_closest_dist2 = FLT_MAX;
1626
0
    float t_step = 1.0f / (float)num_segments;
1627
0
    for (int i_step = 1; i_step <= num_segments; i_step++)
1628
0
    {
1629
0
        ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);
1630
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1631
0
        float dist2 = ImLengthSqr(p - p_line);
1632
0
        if (dist2 < p_closest_dist2)
1633
0
        {
1634
0
            p_closest = p_line;
1635
0
            p_closest_dist2 = dist2;
1636
0
        }
1637
0
        p_last = p_current;
1638
0
    }
1639
0
    return p_closest;
1640
0
}
1641
1642
// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
1643
static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
1644
0
{
1645
0
    float dx = x4 - x1;
1646
0
    float dy = y4 - y1;
1647
0
    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
1648
0
    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
1649
0
    d2 = (d2 >= 0) ? d2 : -d2;
1650
0
    d3 = (d3 >= 0) ? d3 : -d3;
1651
0
    if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
1652
0
    {
1653
0
        ImVec2 p_current(x4, y4);
1654
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1655
0
        float dist2 = ImLengthSqr(p - p_line);
1656
0
        if (dist2 < p_closest_dist2)
1657
0
        {
1658
0
            p_closest = p_line;
1659
0
            p_closest_dist2 = dist2;
1660
0
        }
1661
0
        p_last = p_current;
1662
0
    }
1663
0
    else if (level < 10)
1664
0
    {
1665
0
        float x12 = (x1 + x2)*0.5f,       y12 = (y1 + y2)*0.5f;
1666
0
        float x23 = (x2 + x3)*0.5f,       y23 = (y2 + y3)*0.5f;
1667
0
        float x34 = (x3 + x4)*0.5f,       y34 = (y3 + y4)*0.5f;
1668
0
        float x123 = (x12 + x23)*0.5f,    y123 = (y12 + y23)*0.5f;
1669
0
        float x234 = (x23 + x34)*0.5f,    y234 = (y23 + y34)*0.5f;
1670
0
        float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
1671
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
1672
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
1673
0
    }
1674
0
}
1675
1676
// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
1677
// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
1678
ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
1679
0
{
1680
0
    IM_ASSERT(tess_tol > 0.0f);
1681
0
    ImVec2 p_last = p1;
1682
0
    ImVec2 p_closest;
1683
0
    float p_closest_dist2 = FLT_MAX;
1684
0
    ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
1685
0
    return p_closest;
1686
0
}
1687
1688
ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
1689
0
{
1690
0
    ImVec2 ap = p - a;
1691
0
    ImVec2 ab_dir = b - a;
1692
0
    float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
1693
0
    if (dot < 0.0f)
1694
0
        return a;
1695
0
    float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
1696
0
    if (dot > ab_len_sqr)
1697
0
        return b;
1698
0
    return a + ab_dir * dot / ab_len_sqr;
1699
0
}
1700
1701
bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1702
0
{
1703
0
    bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
1704
0
    bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
1705
0
    bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
1706
0
    return ((b1 == b2) && (b2 == b3));
1707
0
}
1708
1709
void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
1710
0
{
1711
0
    ImVec2 v0 = b - a;
1712
0
    ImVec2 v1 = c - a;
1713
0
    ImVec2 v2 = p - a;
1714
0
    const float denom = v0.x * v1.y - v1.x * v0.y;
1715
0
    out_v = (v2.x * v1.y - v1.x * v2.y) / denom;
1716
0
    out_w = (v0.x * v2.y - v2.x * v0.y) / denom;
1717
0
    out_u = 1.0f - out_v - out_w;
1718
0
}
1719
1720
ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1721
0
{
1722
0
    ImVec2 proj_ab = ImLineClosestPoint(a, b, p);
1723
0
    ImVec2 proj_bc = ImLineClosestPoint(b, c, p);
1724
0
    ImVec2 proj_ca = ImLineClosestPoint(c, a, p);
1725
0
    float dist2_ab = ImLengthSqr(p - proj_ab);
1726
0
    float dist2_bc = ImLengthSqr(p - proj_bc);
1727
0
    float dist2_ca = ImLengthSqr(p - proj_ca);
1728
0
    float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));
1729
0
    if (m == dist2_ab)
1730
0
        return proj_ab;
1731
0
    if (m == dist2_bc)
1732
0
        return proj_bc;
1733
0
    return proj_ca;
1734
0
}
1735
1736
//-----------------------------------------------------------------------------
1737
// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
1738
//-----------------------------------------------------------------------------
1739
1740
// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
1741
int ImStricmp(const char* str1, const char* str2)
1742
0
{
1743
0
    int d;
1744
0
    while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; }
1745
0
    return d;
1746
0
}
1747
1748
int ImStrnicmp(const char* str1, const char* str2, size_t count)
1749
0
{
1750
0
    int d = 0;
1751
0
    while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
1752
0
    return d;
1753
0
}
1754
1755
void ImStrncpy(char* dst, const char* src, size_t count)
1756
0
{
1757
0
    if (count < 1)
1758
0
        return;
1759
0
    if (count > 1)
1760
0
        strncpy(dst, src, count - 1);
1761
0
    dst[count - 1] = 0;
1762
0
}
1763
1764
char* ImStrdup(const char* str)
1765
0
{
1766
0
    size_t len = strlen(str);
1767
0
    void* buf = IM_ALLOC(len + 1);
1768
0
    return (char*)memcpy(buf, (const void*)str, len + 1);
1769
0
}
1770
1771
char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
1772
0
{
1773
0
    size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
1774
0
    size_t src_size = strlen(src) + 1;
1775
0
    if (dst_buf_size < src_size)
1776
0
    {
1777
0
        IM_FREE(dst);
1778
0
        dst = (char*)IM_ALLOC(src_size);
1779
0
        if (p_dst_size)
1780
0
            *p_dst_size = src_size;
1781
0
    }
1782
0
    return (char*)memcpy(dst, (const void*)src, src_size);
1783
0
}
1784
1785
const char* ImStrchrRange(const char* str, const char* str_end, char c)
1786
0
{
1787
0
    const char* p = (const char*)memchr(str, (int)c, str_end - str);
1788
0
    return p;
1789
0
}
1790
1791
int ImStrlenW(const ImWchar* str)
1792
0
{
1793
    //return (int)wcslen((const wchar_t*)str);  // FIXME-OPT: Could use this when wchar_t are 16-bit
1794
0
    int n = 0;
1795
0
    while (*str++) n++;
1796
0
    return n;
1797
0
}
1798
1799
// Find end-of-line. Return pointer will point to either first \n, either str_end.
1800
const char* ImStreolRange(const char* str, const char* str_end)
1801
0
{
1802
0
    const char* p = (const char*)memchr(str, '\n', str_end - str);
1803
0
    return p ? p : str_end;
1804
0
}
1805
1806
const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line
1807
0
{
1808
0
    while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
1809
0
        buf_mid_line--;
1810
0
    return buf_mid_line;
1811
0
}
1812
1813
const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
1814
0
{
1815
0
    if (!needle_end)
1816
0
        needle_end = needle + strlen(needle);
1817
1818
0
    const char un0 = (char)ImToUpper(*needle);
1819
0
    while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
1820
0
    {
1821
0
        if (ImToUpper(*haystack) == un0)
1822
0
        {
1823
0
            const char* b = needle + 1;
1824
0
            for (const char* a = haystack + 1; b < needle_end; a++, b++)
1825
0
                if (ImToUpper(*a) != ImToUpper(*b))
1826
0
                    break;
1827
0
            if (b == needle_end)
1828
0
                return haystack;
1829
0
        }
1830
0
        haystack++;
1831
0
    }
1832
0
    return NULL;
1833
0
}
1834
1835
// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible.
1836
void ImStrTrimBlanks(char* buf)
1837
0
{
1838
0
    char* p = buf;
1839
0
    while (p[0] == ' ' || p[0] == '\t')     // Leading blanks
1840
0
        p++;
1841
0
    char* p_start = p;
1842
0
    while (*p != 0)                         // Find end of string
1843
0
        p++;
1844
0
    while (p > p_start && (p[-1] == ' ' || p[-1] == '\t'))  // Trailing blanks
1845
0
        p--;
1846
0
    if (p_start != buf)                     // Copy memory if we had leading blanks
1847
0
        memmove(buf, p_start, p - p_start);
1848
0
    buf[p - p_start] = 0;                   // Zero terminate
1849
0
}
1850
1851
const char* ImStrSkipBlank(const char* str)
1852
0
{
1853
0
    while (str[0] == ' ' || str[0] == '\t')
1854
0
        str++;
1855
0
    return str;
1856
0
}
1857
1858
// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
1859
// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
1860
// B) When buf==NULL vsnprintf() will return the output size.
1861
#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1862
1863
// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)
1864
// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1865
// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are
1866
// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
1867
#ifdef IMGUI_USE_STB_SPRINTF
1868
#define STB_SPRINTF_IMPLEMENTATION
1869
#ifdef IMGUI_STB_SPRINTF_FILENAME
1870
#include IMGUI_STB_SPRINTF_FILENAME
1871
#else
1872
#include "stb_sprintf.h"
1873
#endif
1874
#endif
1875
1876
#if defined(_MSC_VER) && !defined(vsnprintf)
1877
#define vsnprintf _vsnprintf
1878
#endif
1879
1880
int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
1881
0
{
1882
0
    va_list args;
1883
0
    va_start(args, fmt);
1884
#ifdef IMGUI_USE_STB_SPRINTF
1885
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1886
#else
1887
0
    int w = vsnprintf(buf, buf_size, fmt, args);
1888
0
#endif
1889
0
    va_end(args);
1890
0
    if (buf == NULL)
1891
0
        return w;
1892
0
    if (w == -1 || w >= (int)buf_size)
1893
0
        w = (int)buf_size - 1;
1894
0
    buf[w] = 0;
1895
0
    return w;
1896
0
}
1897
1898
int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
1899
0
{
1900
#ifdef IMGUI_USE_STB_SPRINTF
1901
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1902
#else
1903
0
    int w = vsnprintf(buf, buf_size, fmt, args);
1904
0
#endif
1905
0
    if (buf == NULL)
1906
0
        return w;
1907
0
    if (w == -1 || w >= (int)buf_size)
1908
0
        w = (int)buf_size - 1;
1909
0
    buf[w] = 0;
1910
0
    return w;
1911
0
}
1912
#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1913
1914
void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...)
1915
0
{
1916
0
    ImGuiContext& g = *GImGui;
1917
0
    va_list args;
1918
0
    va_start(args, fmt);
1919
0
    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
1920
0
    {
1921
0
        const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"
1922
0
        *out_buf = buf;
1923
0
        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
1924
0
    }
1925
0
    else
1926
0
    {
1927
0
        int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
1928
0
        *out_buf = g.TempBuffer.Data;
1929
0
        if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
1930
0
    }
1931
0
    va_end(args);
1932
0
}
1933
1934
void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args)
1935
0
{
1936
0
    ImGuiContext& g = *GImGui;
1937
0
    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
1938
0
    {
1939
0
        const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"
1940
0
        *out_buf = buf;
1941
0
        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
1942
0
    }
1943
0
    else
1944
0
    {
1945
0
        int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
1946
0
        *out_buf = g.TempBuffer.Data;
1947
0
        if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
1948
0
    }
1949
0
}
1950
1951
// CRC32 needs a 1KB lookup table (not cache friendly)
1952
// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
1953
// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
1954
static const ImU32 GCrc32LookupTable[256] =
1955
{
1956
    0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
1957
    0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
1958
    0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
1959
    0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,
1960
    0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,
1961
    0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,
1962
    0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,
1963
    0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,
1964
    0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,
1965
    0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,
1966
    0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,
1967
    0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,
1968
    0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,
1969
    0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
1970
    0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
1971
    0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
1972
};
1973
1974
// Known size hash
1975
// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
1976
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
1977
ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed)
1978
0
{
1979
0
    ImU32 crc = ~seed;
1980
0
    const unsigned char* data = (const unsigned char*)data_p;
1981
0
    const ImU32* crc32_lut = GCrc32LookupTable;
1982
0
    while (data_size-- != 0)
1983
0
        crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
1984
0
    return ~crc;
1985
0
}
1986
1987
// Zero-terminated string hash, with support for ### to reset back to seed value
1988
// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
1989
// Because this syntax is rarely used we are optimizing for the common case.
1990
// - If we reach ### in the string we discard the hash so far and reset to the seed.
1991
// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
1992
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
1993
ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
1994
0
{
1995
0
    seed = ~seed;
1996
0
    ImU32 crc = seed;
1997
0
    const unsigned char* data = (const unsigned char*)data_p;
1998
0
    const ImU32* crc32_lut = GCrc32LookupTable;
1999
0
    if (data_size != 0)
2000
0
    {
2001
0
        while (data_size-- != 0)
2002
0
        {
2003
0
            unsigned char c = *data++;
2004
0
            if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
2005
0
                crc = seed;
2006
0
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2007
0
        }
2008
0
    }
2009
0
    else
2010
0
    {
2011
0
        while (unsigned char c = *data++)
2012
0
        {
2013
0
            if (c == '#' && data[0] == '#' && data[1] == '#')
2014
0
                crc = seed;
2015
0
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2016
0
        }
2017
0
    }
2018
0
    return ~crc;
2019
0
}
2020
2021
//-----------------------------------------------------------------------------
2022
// [SECTION] MISC HELPERS/UTILITIES (File functions)
2023
//-----------------------------------------------------------------------------
2024
2025
// Default file functions
2026
#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2027
2028
ImFileHandle ImFileOpen(const char* filename, const char* mode)
2029
0
{
2030
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
2031
    // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
2032
    // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!
2033
    const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);
2034
    const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);
2035
    ImVector<wchar_t> buf;
2036
    buf.resize(filename_wsize + mode_wsize);
2037
    ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize);
2038
    ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize);
2039
    return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]);
2040
#else
2041
0
    return fopen(filename, mode);
2042
0
#endif
2043
0
}
2044
2045
// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.
2046
0
bool    ImFileClose(ImFileHandle f)     { return fclose(f) == 0; }
2047
0
ImU64   ImFileGetSize(ImFileHandle f)   { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }
2048
0
ImU64   ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f)           { return fread(data, (size_t)sz, (size_t)count, f); }
2049
0
ImU64   ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f)    { return fwrite(data, (size_t)sz, (size_t)count, f); }
2050
#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2051
2052
// Helper: Load file content into memory
2053
// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
2054
// This can't really be used with "rt" because fseek size won't match read size.
2055
void*   ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)
2056
0
{
2057
0
    IM_ASSERT(filename && mode);
2058
0
    if (out_file_size)
2059
0
        *out_file_size = 0;
2060
2061
0
    ImFileHandle f;
2062
0
    if ((f = ImFileOpen(filename, mode)) == NULL)
2063
0
        return NULL;
2064
2065
0
    size_t file_size = (size_t)ImFileGetSize(f);
2066
0
    if (file_size == (size_t)-1)
2067
0
    {
2068
0
        ImFileClose(f);
2069
0
        return NULL;
2070
0
    }
2071
2072
0
    void* file_data = IM_ALLOC(file_size + padding_bytes);
2073
0
    if (file_data == NULL)
2074
0
    {
2075
0
        ImFileClose(f);
2076
0
        return NULL;
2077
0
    }
2078
0
    if (ImFileRead(file_data, 1, file_size, f) != file_size)
2079
0
    {
2080
0
        ImFileClose(f);
2081
0
        IM_FREE(file_data);
2082
0
        return NULL;
2083
0
    }
2084
0
    if (padding_bytes > 0)
2085
0
        memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
2086
2087
0
    ImFileClose(f);
2088
0
    if (out_file_size)
2089
0
        *out_file_size = file_size;
2090
2091
0
    return file_data;
2092
0
}
2093
2094
//-----------------------------------------------------------------------------
2095
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
2096
//-----------------------------------------------------------------------------
2097
2098
IM_MSVC_RUNTIME_CHECKS_OFF
2099
2100
// Convert UTF-8 to 32-bit character, process single character input.
2101
// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).
2102
// We handle UTF-8 decoding error by skipping forward.
2103
int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
2104
0
{
2105
0
    static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 };
2106
0
    static const int masks[]  = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };
2107
0
    static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };
2108
0
    static const int shiftc[] = { 0, 18, 12, 6, 0 };
2109
0
    static const int shifte[] = { 0, 6, 4, 2, 0 };
2110
0
    int len = lengths[*(const unsigned char*)in_text >> 3];
2111
0
    int wanted = len + (len ? 0 : 1);
2112
2113
0
    if (in_text_end == NULL)
2114
0
        in_text_end = in_text + wanted; // Max length, nulls will be taken into account.
2115
2116
    // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,
2117
    // so it is fast even with excessive branching.
2118
0
    unsigned char s[4];
2119
0
    s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;
2120
0
    s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;
2121
0
    s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;
2122
0
    s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;
2123
2124
    // Assume a four-byte character and load four bytes. Unused bits are shifted out.
2125
0
    *out_char  = (uint32_t)(s[0] & masks[len]) << 18;
2126
0
    *out_char |= (uint32_t)(s[1] & 0x3f) << 12;
2127
0
    *out_char |= (uint32_t)(s[2] & 0x3f) <<  6;
2128
0
    *out_char |= (uint32_t)(s[3] & 0x3f) <<  0;
2129
0
    *out_char >>= shiftc[len];
2130
2131
    // Accumulate the various error conditions.
2132
0
    int e = 0;
2133
0
    e  = (*out_char < mins[len]) << 6; // non-canonical encoding
2134
0
    e |= ((*out_char >> 11) == 0x1b) << 7;  // surrogate half?
2135
0
    e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8;  // out of range?
2136
0
    e |= (s[1] & 0xc0) >> 2;
2137
0
    e |= (s[2] & 0xc0) >> 4;
2138
0
    e |= (s[3]       ) >> 6;
2139
0
    e ^= 0x2a; // top two bits of each tail byte correct?
2140
0
    e >>= shifte[len];
2141
2142
0
    if (e)
2143
0
    {
2144
        // No bytes are consumed when *in_text == 0 || in_text == in_text_end.
2145
        // One byte is consumed in case of invalid first byte of in_text.
2146
        // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.
2147
        // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.
2148
0
        wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);
2149
0
        *out_char = IM_UNICODE_CODEPOINT_INVALID;
2150
0
    }
2151
2152
0
    return wanted;
2153
0
}
2154
2155
int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
2156
0
{
2157
0
    ImWchar* buf_out = buf;
2158
0
    ImWchar* buf_end = buf + buf_size;
2159
0
    while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2160
0
    {
2161
0
        unsigned int c;
2162
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2163
0
        *buf_out++ = (ImWchar)c;
2164
0
    }
2165
0
    *buf_out = 0;
2166
0
    if (in_text_remaining)
2167
0
        *in_text_remaining = in_text;
2168
0
    return (int)(buf_out - buf);
2169
0
}
2170
2171
int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
2172
0
{
2173
0
    int char_count = 0;
2174
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2175
0
    {
2176
0
        unsigned int c;
2177
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2178
0
        char_count++;
2179
0
    }
2180
0
    return char_count;
2181
0
}
2182
2183
// Based on stb_to_utf8() from github.com/nothings/stb/
2184
static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c)
2185
0
{
2186
0
    if (c < 0x80)
2187
0
    {
2188
0
        buf[0] = (char)c;
2189
0
        return 1;
2190
0
    }
2191
0
    if (c < 0x800)
2192
0
    {
2193
0
        if (buf_size < 2) return 0;
2194
0
        buf[0] = (char)(0xc0 + (c >> 6));
2195
0
        buf[1] = (char)(0x80 + (c & 0x3f));
2196
0
        return 2;
2197
0
    }
2198
0
    if (c < 0x10000)
2199
0
    {
2200
0
        if (buf_size < 3) return 0;
2201
0
        buf[0] = (char)(0xe0 + (c >> 12));
2202
0
        buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));
2203
0
        buf[2] = (char)(0x80 + ((c ) & 0x3f));
2204
0
        return 3;
2205
0
    }
2206
0
    if (c <= 0x10FFFF)
2207
0
    {
2208
0
        if (buf_size < 4) return 0;
2209
0
        buf[0] = (char)(0xf0 + (c >> 18));
2210
0
        buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
2211
0
        buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
2212
0
        buf[3] = (char)(0x80 + ((c ) & 0x3f));
2213
0
        return 4;
2214
0
    }
2215
    // Invalid code point, the max unicode is 0x10FFFF
2216
0
    return 0;
2217
0
}
2218
2219
const char* ImTextCharToUtf8(char out_buf[5], unsigned int c)
2220
0
{
2221
0
    int count = ImTextCharToUtf8_inline(out_buf, 5, c);
2222
0
    out_buf[count] = 0;
2223
0
    return out_buf;
2224
0
}
2225
2226
// Not optimal but we very rarely use this function.
2227
int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
2228
0
{
2229
0
    unsigned int unused = 0;
2230
0
    return ImTextCharFromUtf8(&unused, in_text, in_text_end);
2231
0
}
2232
2233
static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
2234
0
{
2235
0
    if (c < 0x80) return 1;
2236
0
    if (c < 0x800) return 2;
2237
0
    if (c < 0x10000) return 3;
2238
0
    if (c <= 0x10FFFF) return 4;
2239
0
    return 3;
2240
0
}
2241
2242
int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
2243
0
{
2244
0
    char* buf_p = out_buf;
2245
0
    const char* buf_end = out_buf + out_buf_size;
2246
0
    while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2247
0
    {
2248
0
        unsigned int c = (unsigned int)(*in_text++);
2249
0
        if (c < 0x80)
2250
0
            *buf_p++ = (char)c;
2251
0
        else
2252
0
            buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c);
2253
0
    }
2254
0
    *buf_p = 0;
2255
0
    return (int)(buf_p - out_buf);
2256
0
}
2257
2258
int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
2259
0
{
2260
0
    int bytes_count = 0;
2261
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2262
0
    {
2263
0
        unsigned int c = (unsigned int)(*in_text++);
2264
0
        if (c < 0x80)
2265
0
            bytes_count++;
2266
0
        else
2267
0
            bytes_count += ImTextCountUtf8BytesFromChar(c);
2268
0
    }
2269
0
    return bytes_count;
2270
0
}
2271
IM_MSVC_RUNTIME_CHECKS_RESTORE
2272
2273
//-----------------------------------------------------------------------------
2274
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
2275
// Note: The Convert functions are early design which are not consistent with other API.
2276
//-----------------------------------------------------------------------------
2277
2278
IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)
2279
0
{
2280
0
    float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
2281
0
    int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
2282
0
    int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
2283
0
    int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
2284
0
    return IM_COL32(r, g, b, 0xFF);
2285
0
}
2286
2287
ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
2288
0
{
2289
0
    float s = 1.0f / 255.0f;
2290
0
    return ImVec4(
2291
0
        ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
2292
0
        ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
2293
0
        ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
2294
0
        ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
2295
0
}
2296
2297
ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
2298
0
{
2299
0
    ImU32 out;
2300
0
    out  = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
2301
0
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
2302
0
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
2303
0
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
2304
0
    return out;
2305
0
}
2306
2307
// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
2308
// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
2309
void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
2310
0
{
2311
0
    float K = 0.f;
2312
0
    if (g < b)
2313
0
    {
2314
0
        ImSwap(g, b);
2315
0
        K = -1.f;
2316
0
    }
2317
0
    if (r < g)
2318
0
    {
2319
0
        ImSwap(r, g);
2320
0
        K = -2.f / 6.f - K;
2321
0
    }
2322
2323
0
    const float chroma = r - (g < b ? g : b);
2324
0
    out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
2325
0
    out_s = chroma / (r + 1e-20f);
2326
0
    out_v = r;
2327
0
}
2328
2329
// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
2330
// also http://en.wikipedia.org/wiki/HSL_and_HSV
2331
void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
2332
0
{
2333
0
    if (s == 0.0f)
2334
0
    {
2335
        // gray
2336
0
        out_r = out_g = out_b = v;
2337
0
        return;
2338
0
    }
2339
2340
0
    h = ImFmod(h, 1.0f) / (60.0f / 360.0f);
2341
0
    int   i = (int)h;
2342
0
    float f = h - (float)i;
2343
0
    float p = v * (1.0f - s);
2344
0
    float q = v * (1.0f - s * f);
2345
0
    float t = v * (1.0f - s * (1.0f - f));
2346
2347
0
    switch (i)
2348
0
    {
2349
0
    case 0: out_r = v; out_g = t; out_b = p; break;
2350
0
    case 1: out_r = q; out_g = v; out_b = p; break;
2351
0
    case 2: out_r = p; out_g = v; out_b = t; break;
2352
0
    case 3: out_r = p; out_g = q; out_b = v; break;
2353
0
    case 4: out_r = t; out_g = p; out_b = v; break;
2354
0
    case 5: default: out_r = v; out_g = p; out_b = q; break;
2355
0
    }
2356
0
}
2357
2358
//-----------------------------------------------------------------------------
2359
// [SECTION] ImGuiStorage
2360
// Helper: Key->value storage
2361
//-----------------------------------------------------------------------------
2362
2363
// std::lower_bound but without the bullshit
2364
static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair>& data, ImGuiID key)
2365
0
{
2366
0
    ImGuiStorage::ImGuiStoragePair* first = data.Data;
2367
0
    ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size;
2368
0
    size_t count = (size_t)(last - first);
2369
0
    while (count > 0)
2370
0
    {
2371
0
        size_t count2 = count >> 1;
2372
0
        ImGuiStorage::ImGuiStoragePair* mid = first + count2;
2373
0
        if (mid->key < key)
2374
0
        {
2375
0
            first = ++mid;
2376
0
            count -= count2 + 1;
2377
0
        }
2378
0
        else
2379
0
        {
2380
0
            count = count2;
2381
0
        }
2382
0
    }
2383
0
    return first;
2384
0
}
2385
2386
// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2387
void ImGuiStorage::BuildSortByKey()
2388
0
{
2389
0
    struct StaticFunc
2390
0
    {
2391
0
        static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs)
2392
0
        {
2393
            // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
2394
0
            if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1;
2395
0
            if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1;
2396
0
            return 0;
2397
0
        }
2398
0
    };
2399
0
    ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID);
2400
0
}
2401
2402
int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
2403
0
{
2404
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2405
0
    if (it == Data.end() || it->key != key)
2406
0
        return default_val;
2407
0
    return it->val_i;
2408
0
}
2409
2410
bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
2411
0
{
2412
0
    return GetInt(key, default_val ? 1 : 0) != 0;
2413
0
}
2414
2415
float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
2416
0
{
2417
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2418
0
    if (it == Data.end() || it->key != key)
2419
0
        return default_val;
2420
0
    return it->val_f;
2421
0
}
2422
2423
void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
2424
0
{
2425
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2426
0
    if (it == Data.end() || it->key != key)
2427
0
        return NULL;
2428
0
    return it->val_p;
2429
0
}
2430
2431
// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
2432
int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
2433
0
{
2434
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2435
0
    if (it == Data.end() || it->key != key)
2436
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2437
0
    return &it->val_i;
2438
0
}
2439
2440
bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
2441
0
{
2442
0
    return (bool*)GetIntRef(key, default_val ? 1 : 0);
2443
0
}
2444
2445
float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
2446
0
{
2447
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2448
0
    if (it == Data.end() || it->key != key)
2449
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2450
0
    return &it->val_f;
2451
0
}
2452
2453
void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
2454
0
{
2455
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2456
0
    if (it == Data.end() || it->key != key)
2457
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2458
0
    return &it->val_p;
2459
0
}
2460
2461
// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)
2462
void ImGuiStorage::SetInt(ImGuiID key, int val)
2463
0
{
2464
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2465
0
    if (it == Data.end() || it->key != key)
2466
0
    {
2467
0
        Data.insert(it, ImGuiStoragePair(key, val));
2468
0
        return;
2469
0
    }
2470
0
    it->val_i = val;
2471
0
}
2472
2473
void ImGuiStorage::SetBool(ImGuiID key, bool val)
2474
0
{
2475
0
    SetInt(key, val ? 1 : 0);
2476
0
}
2477
2478
void ImGuiStorage::SetFloat(ImGuiID key, float val)
2479
0
{
2480
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2481
0
    if (it == Data.end() || it->key != key)
2482
0
    {
2483
0
        Data.insert(it, ImGuiStoragePair(key, val));
2484
0
        return;
2485
0
    }
2486
0
    it->val_f = val;
2487
0
}
2488
2489
void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
2490
0
{
2491
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2492
0
    if (it == Data.end() || it->key != key)
2493
0
    {
2494
0
        Data.insert(it, ImGuiStoragePair(key, val));
2495
0
        return;
2496
0
    }
2497
0
    it->val_p = val;
2498
0
}
2499
2500
void ImGuiStorage::SetAllInt(int v)
2501
0
{
2502
0
    for (int i = 0; i < Data.Size; i++)
2503
0
        Data[i].val_i = v;
2504
0
}
2505
2506
//-----------------------------------------------------------------------------
2507
// [SECTION] ImGuiTextFilter
2508
//-----------------------------------------------------------------------------
2509
2510
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2511
ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077
2512
0
{
2513
0
    InputBuf[0] = 0;
2514
0
    CountGrep = 0;
2515
0
    if (default_filter)
2516
0
    {
2517
0
        ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
2518
0
        Build();
2519
0
    }
2520
0
}
2521
2522
bool ImGuiTextFilter::Draw(const char* label, float width)
2523
0
{
2524
0
    if (width != 0.0f)
2525
0
        ImGui::SetNextItemWidth(width);
2526
0
    bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
2527
0
    if (value_changed)
2528
0
        Build();
2529
0
    return value_changed;
2530
0
}
2531
2532
void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRange>* out) const
2533
0
{
2534
0
    out->resize(0);
2535
0
    const char* wb = b;
2536
0
    const char* we = wb;
2537
0
    while (we < e)
2538
0
    {
2539
0
        if (*we == separator)
2540
0
        {
2541
0
            out->push_back(ImGuiTextRange(wb, we));
2542
0
            wb = we + 1;
2543
0
        }
2544
0
        we++;
2545
0
    }
2546
0
    if (wb != we)
2547
0
        out->push_back(ImGuiTextRange(wb, we));
2548
0
}
2549
2550
void ImGuiTextFilter::Build()
2551
0
{
2552
0
    Filters.resize(0);
2553
0
    ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));
2554
0
    input_range.split(',', &Filters);
2555
2556
0
    CountGrep = 0;
2557
0
    for (int i = 0; i != Filters.Size; i++)
2558
0
    {
2559
0
        ImGuiTextRange& f = Filters[i];
2560
0
        while (f.b < f.e && ImCharIsBlankA(f.b[0]))
2561
0
            f.b++;
2562
0
        while (f.e > f.b && ImCharIsBlankA(f.e[-1]))
2563
0
            f.e--;
2564
0
        if (f.empty())
2565
0
            continue;
2566
0
        if (Filters[i].b[0] != '-')
2567
0
            CountGrep += 1;
2568
0
    }
2569
0
}
2570
2571
bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
2572
0
{
2573
0
    if (Filters.empty())
2574
0
        return true;
2575
2576
0
    if (text == NULL)
2577
0
        text = "";
2578
2579
0
    for (int i = 0; i != Filters.Size; i++)
2580
0
    {
2581
0
        const ImGuiTextRange& f = Filters[i];
2582
0
        if (f.empty())
2583
0
            continue;
2584
0
        if (f.b[0] == '-')
2585
0
        {
2586
            // Subtract
2587
0
            if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)
2588
0
                return false;
2589
0
        }
2590
0
        else
2591
0
        {
2592
            // Grep
2593
0
            if (ImStristr(text, text_end, f.b, f.e) != NULL)
2594
0
                return true;
2595
0
        }
2596
0
    }
2597
2598
    // Implicit * grep
2599
0
    if (CountGrep == 0)
2600
0
        return true;
2601
2602
0
    return false;
2603
0
}
2604
2605
//-----------------------------------------------------------------------------
2606
// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
2607
//-----------------------------------------------------------------------------
2608
2609
// On some platform vsnprintf() takes va_list by reference and modifies it.
2610
// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
2611
#ifndef va_copy
2612
#if defined(__GNUC__) || defined(__clang__)
2613
#define va_copy(dest, src) __builtin_va_copy(dest, src)
2614
#else
2615
#define va_copy(dest, src) (dest = src)
2616
#endif
2617
#endif
2618
2619
char ImGuiTextBuffer::EmptyString[1] = { 0 };
2620
2621
void ImGuiTextBuffer::append(const char* str, const char* str_end)
2622
0
{
2623
0
    int len = str_end ? (int)(str_end - str) : (int)strlen(str);
2624
2625
    // Add zero-terminator the first time
2626
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2627
0
    const int needed_sz = write_off + len;
2628
0
    if (write_off + len >= Buf.Capacity)
2629
0
    {
2630
0
        int new_capacity = Buf.Capacity * 2;
2631
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2632
0
    }
2633
2634
0
    Buf.resize(needed_sz);
2635
0
    memcpy(&Buf[write_off - 1], str, (size_t)len);
2636
0
    Buf[write_off - 1 + len] = 0;
2637
0
}
2638
2639
void ImGuiTextBuffer::appendf(const char* fmt, ...)
2640
0
{
2641
0
    va_list args;
2642
0
    va_start(args, fmt);
2643
0
    appendfv(fmt, args);
2644
0
    va_end(args);
2645
0
}
2646
2647
// Helper: Text buffer for logging/accumulating text
2648
void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
2649
0
{
2650
0
    va_list args_copy;
2651
0
    va_copy(args_copy, args);
2652
2653
0
    int len = ImFormatStringV(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
2654
0
    if (len <= 0)
2655
0
    {
2656
0
        va_end(args_copy);
2657
0
        return;
2658
0
    }
2659
2660
    // Add zero-terminator the first time
2661
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2662
0
    const int needed_sz = write_off + len;
2663
0
    if (write_off + len >= Buf.Capacity)
2664
0
    {
2665
0
        int new_capacity = Buf.Capacity * 2;
2666
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2667
0
    }
2668
2669
0
    Buf.resize(needed_sz);
2670
0
    ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
2671
0
    va_end(args_copy);
2672
0
}
2673
2674
void ImGuiTextIndex::append(const char* base, int old_size, int new_size)
2675
0
{
2676
0
    IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset);
2677
0
    if (old_size == new_size)
2678
0
        return;
2679
0
    if (EndOffset == 0 || base[EndOffset - 1] == '\n')
2680
0
        LineOffsets.push_back(EndOffset);
2681
0
    const char* base_end = base + new_size;
2682
0
    for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; )
2683
0
        if (++p < base_end) // Don't push a trailing offset on last \n
2684
0
            LineOffsets.push_back((int)(intptr_t)(p - base));
2685
0
    EndOffset = ImMax(EndOffset, new_size);
2686
0
}
2687
2688
//-----------------------------------------------------------------------------
2689
// [SECTION] ImGuiListClipper
2690
// This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed
2691
// the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO)
2692
//-----------------------------------------------------------------------------
2693
2694
// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.
2695
// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.
2696
static bool GetSkipItemForListClipping()
2697
0
{
2698
0
    ImGuiContext& g = *GImGui;
2699
0
    return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);
2700
0
}
2701
2702
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2703
// Legacy helper to calculate coarse clipping of large list of evenly sized items.
2704
// This legacy API is not ideal because it assumes we will return a single contiguous rectangle.
2705
// Prefer using ImGuiListClipper which can returns non-contiguous ranges.
2706
void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
2707
{
2708
    ImGuiContext& g = *GImGui;
2709
    ImGuiWindow* window = g.CurrentWindow;
2710
    if (g.LogEnabled)
2711
    {
2712
        // If logging is active, do not perform any clipping
2713
        *out_items_display_start = 0;
2714
        *out_items_display_end = items_count;
2715
        return;
2716
    }
2717
    if (GetSkipItemForListClipping())
2718
    {
2719
        *out_items_display_start = *out_items_display_end = 0;
2720
        return;
2721
    }
2722
2723
    // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect
2724
    // We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly.
2725
    ImRect rect = window->ClipRect;
2726
    if (g.NavMoveScoringItems)
2727
        rect.Add(g.NavScoringNoClipRect);
2728
    if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId)
2729
        rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel
2730
2731
    const ImVec2 pos = window->DC.CursorPos;
2732
    int start = (int)((rect.Min.y - pos.y) / items_height);
2733
    int end = (int)((rect.Max.y - pos.y) / items_height);
2734
2735
    // When performing a navigation request, ensure we have one item extra in the direction we are moving to
2736
    // FIXME: Verify this works with tabbing
2737
    const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
2738
    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up)
2739
        start--;
2740
    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down)
2741
        end++;
2742
2743
    start = ImClamp(start, 0, items_count);
2744
    end = ImClamp(end + 1, start, items_count);
2745
    *out_items_display_start = start;
2746
    *out_items_display_end = end;
2747
}
2748
#endif
2749
2750
static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)
2751
0
{
2752
0
    if (ranges.Size - offset <= 1)
2753
0
        return;
2754
2755
    // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries)
2756
0
    for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end)
2757
0
        for (int i = offset; i < sort_end + offset; ++i)
2758
0
            if (ranges[i].Min > ranges[i + 1].Min)
2759
0
                ImSwap(ranges[i], ranges[i + 1]);
2760
2761
    // Now fuse ranges together as much as possible.
2762
0
    for (int i = 1 + offset; i < ranges.Size; i++)
2763
0
    {
2764
0
        IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert);
2765
0
        if (ranges[i - 1].Max < ranges[i].Min)
2766
0
            continue;
2767
0
        ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min);
2768
0
        ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max);
2769
0
        ranges.erase(ranges.Data + i);
2770
0
        i--;
2771
0
    }
2772
0
}
2773
2774
static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height)
2775
0
{
2776
    // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
2777
    // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
2778
    // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek?
2779
0
    ImGuiContext& g = *GImGui;
2780
0
    ImGuiWindow* window = g.CurrentWindow;
2781
0
    float off_y = pos_y - window->DC.CursorPos.y;
2782
0
    window->DC.CursorPos.y = pos_y;
2783
0
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y);
2784
0
    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;  // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
2785
0
    window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y);      // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
2786
0
    if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
2787
0
        columns->LineMinY = window->DC.CursorPos.y;                         // Setting this so that cell Y position are set properly
2788
0
    if (ImGuiTable* table = g.CurrentTable)
2789
0
    {
2790
0
        if (table->IsInsideRow)
2791
0
            ImGui::TableEndRow(table);
2792
0
        table->RowPosY2 = window->DC.CursorPos.y;
2793
0
        const int row_increase = (int)((off_y / line_height) + 0.5f);
2794
        //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()
2795
0
        table->RowBgColorCounter += row_increase;
2796
0
    }
2797
0
}
2798
2799
static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n)
2800
0
{
2801
    // StartPosY starts from ItemsFrozen hence the subtraction
2802
    // Perform the add and multiply with double to allow seeking through larger ranges
2803
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2804
0
    float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight);
2805
0
    ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight);
2806
0
}
2807
2808
ImGuiListClipper::ImGuiListClipper()
2809
0
{
2810
0
    memset(this, 0, sizeof(*this));
2811
0
    Ctx = ImGui::GetCurrentContext();
2812
0
    IM_ASSERT(Ctx != NULL);
2813
0
    ItemsCount = -1;
2814
0
}
2815
2816
ImGuiListClipper::~ImGuiListClipper()
2817
0
{
2818
0
    End();
2819
0
}
2820
2821
void ImGuiListClipper::Begin(int items_count, float items_height)
2822
0
{
2823
0
    ImGuiContext& g = *Ctx;
2824
0
    ImGuiWindow* window = g.CurrentWindow;
2825
0
    IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name);
2826
2827
0
    if (ImGuiTable* table = g.CurrentTable)
2828
0
        if (table->IsInsideRow)
2829
0
            ImGui::TableEndRow(table);
2830
2831
0
    StartPosY = window->DC.CursorPos.y;
2832
0
    ItemsHeight = items_height;
2833
0
    ItemsCount = items_count;
2834
0
    DisplayStart = -1;
2835
0
    DisplayEnd = 0;
2836
2837
    // Acquire temporary buffer
2838
0
    if (++g.ClipperTempDataStacked > g.ClipperTempData.Size)
2839
0
        g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData());
2840
0
    ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2841
0
    data->Reset(this);
2842
0
    data->LossynessOffset = window->DC.CursorStartPosLossyness.y;
2843
0
    TempData = data;
2844
0
}
2845
2846
void ImGuiListClipper::End()
2847
0
{
2848
0
    ImGuiContext& g = *Ctx;
2849
0
    if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData)
2850
0
    {
2851
        // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user.
2852
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name);
2853
0
        if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)
2854
0
            ImGuiListClipper_SeekCursorForItem(this, ItemsCount);
2855
2856
        // Restore temporary buffer and fix back pointers which may be invalidated when nesting
2857
0
        IM_ASSERT(data->ListClipper == this);
2858
0
        data->StepNo = data->Ranges.Size;
2859
0
        if (--g.ClipperTempDataStacked > 0)
2860
0
        {
2861
0
            data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2862
0
            data->ListClipper->TempData = data;
2863
0
        }
2864
0
        TempData = NULL;
2865
0
    }
2866
0
    ItemsCount = -1;
2867
0
}
2868
2869
void ImGuiListClipper::IncludeRangeByIndices(int item_begin, int item_end)
2870
0
{
2871
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
2872
0
    IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.
2873
0
    IM_ASSERT(item_begin <= item_end);
2874
0
    if (item_begin < item_end)
2875
0
        data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end));
2876
0
}
2877
2878
static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
2879
0
{
2880
0
    ImGuiContext& g = *clipper->Ctx;
2881
0
    ImGuiWindow* window = g.CurrentWindow;
2882
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2883
0
    IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");
2884
2885
0
    ImGuiTable* table = g.CurrentTable;
2886
0
    if (table && table->IsInsideRow)
2887
0
        ImGui::TableEndRow(table);
2888
2889
    // No items
2890
0
    if (clipper->ItemsCount == 0 || GetSkipItemForListClipping())
2891
0
        return false;
2892
2893
    // While we are in frozen row state, keep displaying items one by one, unclipped
2894
    // FIXME: Could be stored as a table-agnostic state.
2895
0
    if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows)
2896
0
    {
2897
0
        clipper->DisplayStart = data->ItemsFrozen;
2898
0
        clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount);
2899
0
        if (clipper->DisplayStart < clipper->DisplayEnd)
2900
0
            data->ItemsFrozen++;
2901
0
        return true;
2902
0
    }
2903
2904
    // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
2905
0
    bool calc_clipping = false;
2906
0
    if (data->StepNo == 0)
2907
0
    {
2908
0
        clipper->StartPosY = window->DC.CursorPos.y;
2909
0
        if (clipper->ItemsHeight <= 0.0f)
2910
0
        {
2911
            // Submit the first item (or range) so we can measure its height (generally the first range is 0..1)
2912
0
            data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1));
2913
0
            clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen);
2914
0
            clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount);
2915
0
            data->StepNo = 1;
2916
0
            return true;
2917
0
        }
2918
0
        calc_clipping = true;   // If on the first step with known item height, calculate clipping.
2919
0
    }
2920
2921
    // Step 1: Let the clipper infer height from first range
2922
0
    if (clipper->ItemsHeight <= 0.0f)
2923
0
    {
2924
0
        IM_ASSERT(data->StepNo == 1);
2925
0
        if (table)
2926
0
            IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);
2927
2928
0
        clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);
2929
0
        bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
2930
0
        if (affected_by_floating_point_precision)
2931
0
            clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.
2932
2933
0
        IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
2934
0
        calc_clipping = true;   // If item height had to be calculated, calculate clipping afterwards.
2935
0
    }
2936
2937
    // Step 0 or 1: Calculate the actual ranges of visible elements.
2938
0
    const int already_submitted = clipper->DisplayEnd;
2939
0
    if (calc_clipping)
2940
0
    {
2941
0
        if (g.LogEnabled)
2942
0
        {
2943
            // If logging is active, do not perform any clipping
2944
0
            data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount));
2945
0
        }
2946
0
        else
2947
0
        {
2948
            // Add range selected to be included for navigation
2949
0
            const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
2950
0
            if (is_nav_request)
2951
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));
2952
0
            if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && g.NavTabbingDir == -1)
2953
0
                data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount));
2954
2955
            // Add focused/active item
2956
0
            ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);
2957
0
            if (g.NavId != 0 && window->NavLastIds[0] == g.NavId)
2958
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));
2959
2960
            // Add visible range
2961
0
            const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
2962
0
            const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
2963
0
            data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max));
2964
0
        }
2965
2966
        // Convert position ranges to item index ranges
2967
        // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping.
2968
        // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list,
2969
        //   which with the flooring/ceiling tend to lead to 2 items instead of one being submitted.
2970
0
        for (int i = 0; i < data->Ranges.Size; i++)
2971
0
            if (data->Ranges[i].PosToIndexConvert)
2972
0
            {
2973
0
                int m1 = (int)(((double)data->Ranges[i].Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight);
2974
0
                int m2 = (int)((((double)data->Ranges[i].Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f);
2975
0
                data->Ranges[i].Min = ImClamp(already_submitted + m1 + data->Ranges[i].PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1);
2976
0
                data->Ranges[i].Max = ImClamp(already_submitted + m2 + data->Ranges[i].PosToIndexOffsetMax, data->Ranges[i].Min + 1, clipper->ItemsCount);
2977
0
                data->Ranges[i].PosToIndexConvert = false;
2978
0
            }
2979
0
        ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo);
2980
0
    }
2981
2982
    // Step 0+ (if item height is given in advance) or 1+: Display the next range in line.
2983
0
    if (data->StepNo < data->Ranges.Size)
2984
0
    {
2985
0
        clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);
2986
0
        clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount);
2987
0
        if (clipper->DisplayStart > already_submitted) //-V1051
2988
0
            ImGuiListClipper_SeekCursorForItem(clipper, clipper->DisplayStart);
2989
0
        data->StepNo++;
2990
0
        return true;
2991
0
    }
2992
2993
    // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
2994
    // Advance the cursor to the end of the list and then returns 'false' to end the loop.
2995
0
    if (clipper->ItemsCount < INT_MAX)
2996
0
        ImGuiListClipper_SeekCursorForItem(clipper, clipper->ItemsCount);
2997
2998
0
    return false;
2999
0
}
3000
3001
bool ImGuiListClipper::Step()
3002
0
{
3003
0
    ImGuiContext& g = *Ctx;
3004
0
    bool need_items_height = (ItemsHeight <= 0.0f);
3005
0
    bool ret = ImGuiListClipper_StepInternal(this);
3006
0
    if (ret && (DisplayStart == DisplayEnd))
3007
0
        ret = false;
3008
0
    if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false)
3009
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n");
3010
0
    if (need_items_height && ItemsHeight > 0.0f)
3011
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight);
3012
0
    if (ret)
3013
0
    {
3014
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd);
3015
0
    }
3016
0
    else
3017
0
    {
3018
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n");
3019
0
        End();
3020
0
    }
3021
0
    return ret;
3022
0
}
3023
3024
//-----------------------------------------------------------------------------
3025
// [SECTION] STYLING
3026
//-----------------------------------------------------------------------------
3027
3028
ImGuiStyle& ImGui::GetStyle()
3029
0
{
3030
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
3031
0
    return GImGui->Style;
3032
0
}
3033
3034
ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
3035
0
{
3036
0
    ImGuiStyle& style = GImGui->Style;
3037
0
    ImVec4 c = style.Colors[idx];
3038
0
    c.w *= style.Alpha * alpha_mul;
3039
0
    return ColorConvertFloat4ToU32(c);
3040
0
}
3041
3042
ImU32 ImGui::GetColorU32(const ImVec4& col)
3043
0
{
3044
0
    ImGuiStyle& style = GImGui->Style;
3045
0
    ImVec4 c = col;
3046
0
    c.w *= style.Alpha;
3047
0
    return ColorConvertFloat4ToU32(c);
3048
0
}
3049
3050
const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
3051
0
{
3052
0
    ImGuiStyle& style = GImGui->Style;
3053
0
    return style.Colors[idx];
3054
0
}
3055
3056
ImU32 ImGui::GetColorU32(ImU32 col)
3057
0
{
3058
0
    ImGuiStyle& style = GImGui->Style;
3059
0
    if (style.Alpha >= 1.0f)
3060
0
        return col;
3061
0
    ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
3062
0
    a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
3063
0
    return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
3064
0
}
3065
3066
// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32
3067
void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
3068
0
{
3069
0
    ImGuiContext& g = *GImGui;
3070
0
    ImGuiColorMod backup;
3071
0
    backup.Col = idx;
3072
0
    backup.BackupValue = g.Style.Colors[idx];
3073
0
    g.ColorStack.push_back(backup);
3074
0
    g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
3075
0
}
3076
3077
void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
3078
0
{
3079
0
    ImGuiContext& g = *GImGui;
3080
0
    ImGuiColorMod backup;
3081
0
    backup.Col = idx;
3082
0
    backup.BackupValue = g.Style.Colors[idx];
3083
0
    g.ColorStack.push_back(backup);
3084
0
    g.Style.Colors[idx] = col;
3085
0
}
3086
3087
void ImGui::PopStyleColor(int count)
3088
0
{
3089
0
    ImGuiContext& g = *GImGui;
3090
0
    if (g.ColorStack.Size < count)
3091
0
    {
3092
0
        IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times: stack underflow.");
3093
0
        count = g.ColorStack.Size;
3094
0
    }
3095
0
    while (count > 0)
3096
0
    {
3097
0
        ImGuiColorMod& backup = g.ColorStack.back();
3098
0
        g.Style.Colors[backup.Col] = backup.BackupValue;
3099
0
        g.ColorStack.pop_back();
3100
0
        count--;
3101
0
    }
3102
0
}
3103
3104
static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] =
3105
{
3106
    ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive
3107
};
3108
3109
static const ImGuiDataVarInfo GStyleVarInfo[] =
3110
{
3111
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) },               // ImGuiStyleVar_Alpha
3112
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DisabledAlpha) },       // ImGuiStyleVar_DisabledAlpha
3113
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) },       // ImGuiStyleVar_WindowPadding
3114
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) },      // ImGuiStyleVar_WindowRounding
3115
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) },    // ImGuiStyleVar_WindowBorderSize
3116
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) },       // ImGuiStyleVar_WindowMinSize
3117
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) },    // ImGuiStyleVar_WindowTitleAlign
3118
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) },       // ImGuiStyleVar_ChildRounding
3119
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) },     // ImGuiStyleVar_ChildBorderSize
3120
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) },       // ImGuiStyleVar_PopupRounding
3121
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) },     // ImGuiStyleVar_PopupBorderSize
3122
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) },        // ImGuiStyleVar_FramePadding
3123
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) },       // ImGuiStyleVar_FrameRounding
3124
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) },     // ImGuiStyleVar_FrameBorderSize
3125
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) },         // ImGuiStyleVar_ItemSpacing
3126
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) },    // ImGuiStyleVar_ItemInnerSpacing
3127
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) },       // ImGuiStyleVar_IndentSpacing
3128
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) },         // ImGuiStyleVar_CellPadding
3129
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) },       // ImGuiStyleVar_ScrollbarSize
3130
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) },   // ImGuiStyleVar_ScrollbarRounding
3131
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) },         // ImGuiStyleVar_GrabMinSize
3132
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) },        // ImGuiStyleVar_GrabRounding
3133
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) },         // ImGuiStyleVar_TabRounding
3134
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) },     // ImGuiStyleVar_ButtonTextAlign
3135
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign
3136
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextBorderSize) },// ImGuiStyleVar_SeparatorTextBorderSize
3137
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextAlign) },     // ImGuiStyleVar_SeparatorTextAlign
3138
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextPadding) },   // ImGuiStyleVar_SeparatorTextPadding
3139
};
3140
3141
const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
3142
0
{
3143
0
    IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
3144
0
    IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
3145
0
    return &GStyleVarInfo[idx];
3146
0
}
3147
3148
void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
3149
0
{
3150
0
    ImGuiContext& g = *GImGui;
3151
0
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3152
0
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)
3153
0
    {
3154
0
        float* pvar = (float*)var_info->GetVarPtr(&g.Style);
3155
0
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3156
0
        *pvar = val;
3157
0
        return;
3158
0
    }
3159
0
    IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!");
3160
0
}
3161
3162
void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
3163
0
{
3164
0
    ImGuiContext& g = *GImGui;
3165
0
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3166
0
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)
3167
0
    {
3168
0
        ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
3169
0
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3170
0
        *pvar = val;
3171
0
        return;
3172
0
    }
3173
0
    IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!");
3174
0
}
3175
3176
void ImGui::PopStyleVar(int count)
3177
0
{
3178
0
    ImGuiContext& g = *GImGui;
3179
0
    if (g.StyleVarStack.Size < count)
3180
0
    {
3181
0
        IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times: stack underflow.");
3182
0
        count = g.StyleVarStack.Size;
3183
0
    }
3184
0
    while (count > 0)
3185
0
    {
3186
        // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
3187
0
        ImGuiStyleMod& backup = g.StyleVarStack.back();
3188
0
        const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx);
3189
0
        void* data = info->GetVarPtr(&g.Style);
3190
0
        if (info->Type == ImGuiDataType_Float && info->Count == 1)      { ((float*)data)[0] = backup.BackupFloat[0]; }
3191
0
        else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
3192
0
        g.StyleVarStack.pop_back();
3193
0
        count--;
3194
0
    }
3195
0
}
3196
3197
const char* ImGui::GetStyleColorName(ImGuiCol idx)
3198
0
{
3199
    // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
3200
0
    switch (idx)
3201
0
    {
3202
0
    case ImGuiCol_Text: return "Text";
3203
0
    case ImGuiCol_TextDisabled: return "TextDisabled";
3204
0
    case ImGuiCol_WindowBg: return "WindowBg";
3205
0
    case ImGuiCol_ChildBg: return "ChildBg";
3206
0
    case ImGuiCol_PopupBg: return "PopupBg";
3207
0
    case ImGuiCol_Border: return "Border";
3208
0
    case ImGuiCol_BorderShadow: return "BorderShadow";
3209
0
    case ImGuiCol_FrameBg: return "FrameBg";
3210
0
    case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
3211
0
    case ImGuiCol_FrameBgActive: return "FrameBgActive";
3212
0
    case ImGuiCol_TitleBg: return "TitleBg";
3213
0
    case ImGuiCol_TitleBgActive: return "TitleBgActive";
3214
0
    case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
3215
0
    case ImGuiCol_MenuBarBg: return "MenuBarBg";
3216
0
    case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
3217
0
    case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
3218
0
    case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
3219
0
    case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
3220
0
    case ImGuiCol_CheckMark: return "CheckMark";
3221
0
    case ImGuiCol_SliderGrab: return "SliderGrab";
3222
0
    case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
3223
0
    case ImGuiCol_Button: return "Button";
3224
0
    case ImGuiCol_ButtonHovered: return "ButtonHovered";
3225
0
    case ImGuiCol_ButtonActive: return "ButtonActive";
3226
0
    case ImGuiCol_Header: return "Header";
3227
0
    case ImGuiCol_HeaderHovered: return "HeaderHovered";
3228
0
    case ImGuiCol_HeaderActive: return "HeaderActive";
3229
0
    case ImGuiCol_Separator: return "Separator";
3230
0
    case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
3231
0
    case ImGuiCol_SeparatorActive: return "SeparatorActive";
3232
0
    case ImGuiCol_ResizeGrip: return "ResizeGrip";
3233
0
    case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
3234
0
    case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
3235
0
    case ImGuiCol_Tab: return "Tab";
3236
0
    case ImGuiCol_TabHovered: return "TabHovered";
3237
0
    case ImGuiCol_TabActive: return "TabActive";
3238
0
    case ImGuiCol_TabUnfocused: return "TabUnfocused";
3239
0
    case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";
3240
0
    case ImGuiCol_DockingPreview: return "DockingPreview";
3241
0
    case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg";
3242
0
    case ImGuiCol_PlotLines: return "PlotLines";
3243
0
    case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
3244
0
    case ImGuiCol_PlotHistogram: return "PlotHistogram";
3245
0
    case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
3246
0
    case ImGuiCol_TableHeaderBg: return "TableHeaderBg";
3247
0
    case ImGuiCol_TableBorderStrong: return "TableBorderStrong";
3248
0
    case ImGuiCol_TableBorderLight: return "TableBorderLight";
3249
0
    case ImGuiCol_TableRowBg: return "TableRowBg";
3250
0
    case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";
3251
0
    case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
3252
0
    case ImGuiCol_DragDropTarget: return "DragDropTarget";
3253
0
    case ImGuiCol_NavHighlight: return "NavHighlight";
3254
0
    case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
3255
0
    case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
3256
0
    case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
3257
0
    }
3258
0
    IM_ASSERT(0);
3259
0
    return "Unknown";
3260
0
}
3261
3262
3263
//-----------------------------------------------------------------------------
3264
// [SECTION] RENDER HELPERS
3265
// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
3266
// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.
3267
// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.
3268
//-----------------------------------------------------------------------------
3269
3270
const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
3271
0
{
3272
0
    const char* text_display_end = text;
3273
0
    if (!text_end)
3274
0
        text_end = (const char*)-1;
3275
3276
0
    while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
3277
0
        text_display_end++;
3278
0
    return text_display_end;
3279
0
}
3280
3281
// Internal ImGui functions to render text
3282
// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
3283
void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
3284
0
{
3285
0
    ImGuiContext& g = *GImGui;
3286
0
    ImGuiWindow* window = g.CurrentWindow;
3287
3288
    // Hide anything after a '##' string
3289
0
    const char* text_display_end;
3290
0
    if (hide_text_after_hash)
3291
0
    {
3292
0
        text_display_end = FindRenderedTextEnd(text, text_end);
3293
0
    }
3294
0
    else
3295
0
    {
3296
0
        if (!text_end)
3297
0
            text_end = text + strlen(text); // FIXME-OPT
3298
0
        text_display_end = text_end;
3299
0
    }
3300
3301
0
    if (text != text_display_end)
3302
0
    {
3303
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
3304
0
        if (g.LogEnabled)
3305
0
            LogRenderedText(&pos, text, text_display_end);
3306
0
    }
3307
0
}
3308
3309
void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
3310
0
{
3311
0
    ImGuiContext& g = *GImGui;
3312
0
    ImGuiWindow* window = g.CurrentWindow;
3313
3314
0
    if (!text_end)
3315
0
        text_end = text + strlen(text); // FIXME-OPT
3316
3317
0
    if (text != text_end)
3318
0
    {
3319
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
3320
0
        if (g.LogEnabled)
3321
0
            LogRenderedText(&pos, text, text_end);
3322
0
    }
3323
0
}
3324
3325
// Default clip_rect uses (pos_min,pos_max)
3326
// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
3327
// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList.
3328
// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take
3329
// better advantage of the render function taking size into account for coarse clipping.
3330
void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3331
0
{
3332
    // Perform CPU side clipping for single clipped element to avoid using scissor state
3333
0
    ImVec2 pos = pos_min;
3334
0
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
3335
3336
0
    const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
3337
0
    const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
3338
0
    bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
3339
0
    if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
3340
0
        need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
3341
3342
    // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
3343
0
    if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
3344
0
    if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
3345
3346
    // Render
3347
0
    if (need_clipping)
3348
0
    {
3349
0
        ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
3350
0
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
3351
0
    }
3352
0
    else
3353
0
    {
3354
0
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
3355
0
    }
3356
0
}
3357
3358
void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3359
0
{
3360
    // Hide anything after a '##' string
3361
0
    const char* text_display_end = FindRenderedTextEnd(text, text_end);
3362
0
    const int text_len = (int)(text_display_end - text);
3363
0
    if (text_len == 0)
3364
0
        return;
3365
3366
0
    ImGuiContext& g = *GImGui;
3367
0
    ImGuiWindow* window = g.CurrentWindow;
3368
0
    RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);
3369
0
    if (g.LogEnabled)
3370
0
        LogRenderedText(&pos_min, text, text_display_end);
3371
0
}
3372
3373
// Another overly complex function until we reorganize everything into a nice all-in-one helper.
3374
// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.
3375
// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
3376
void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
3377
0
{
3378
0
    ImGuiContext& g = *GImGui;
3379
0
    if (text_end_full == NULL)
3380
0
        text_end_full = FindRenderedTextEnd(text);
3381
0
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
3382
3383
    //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));
3384
    //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));
3385
    //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));
3386
    // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
3387
0
    if (text_size.x > pos_max.x - pos_min.x)
3388
0
    {
3389
        // Hello wo...
3390
        // |       |   |
3391
        // min   max   ellipsis_max
3392
        //          <-> this is generally some padding value
3393
3394
0
        const ImFont* font = draw_list->_Data->Font;
3395
0
        const float font_size = draw_list->_Data->FontSize;
3396
0
        const float font_scale = font_size / font->FontSize;
3397
0
        const char* text_end_ellipsis = NULL;
3398
0
        const float ellipsis_width = font->EllipsisWidth * font_scale;
3399
3400
        // We can now claim the space between pos_max.x and ellipsis_max.x
3401
0
        const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f);
3402
0
        float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
3403
0
        if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)
3404
0
        {
3405
            // Always display at least 1 character if there's no room for character + ellipsis
3406
0
            text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);
3407
0
            text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;
3408
0
        }
3409
0
        while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))
3410
0
        {
3411
            // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)
3412
0
            text_end_ellipsis--;
3413
0
            text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte
3414
0
        }
3415
3416
        // Render text, render ellipsis
3417
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
3418
0
        ImVec2 ellipsis_pos = ImFloor(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));
3419
0
        if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x)
3420
0
            for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale)
3421
0
                font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar);
3422
0
    }
3423
0
    else
3424
0
    {
3425
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
3426
0
    }
3427
3428
0
    if (g.LogEnabled)
3429
0
        LogRenderedText(&pos_min, text, text_end_full);
3430
0
}
3431
3432
// Render a rectangle shaped with optional rounding and borders
3433
void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
3434
0
{
3435
0
    ImGuiContext& g = *GImGui;
3436
0
    ImGuiWindow* window = g.CurrentWindow;
3437
0
    window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
3438
0
    const float border_size = g.Style.FrameBorderSize;
3439
0
    if (border && border_size > 0.0f)
3440
0
    {
3441
0
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3442
0
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3443
0
    }
3444
0
}
3445
3446
void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
3447
0
{
3448
0
    ImGuiContext& g = *GImGui;
3449
0
    ImGuiWindow* window = g.CurrentWindow;
3450
0
    const float border_size = g.Style.FrameBorderSize;
3451
0
    if (border_size > 0.0f)
3452
0
    {
3453
0
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3454
0
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3455
0
    }
3456
0
}
3457
3458
void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
3459
0
{
3460
0
    ImGuiContext& g = *GImGui;
3461
0
    if (id != g.NavId)
3462
0
        return;
3463
0
    if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
3464
0
        return;
3465
0
    ImGuiWindow* window = g.CurrentWindow;
3466
0
    if (window->DC.NavHideHighlightOneFrame)
3467
0
        return;
3468
3469
0
    float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
3470
0
    ImRect display_rect = bb;
3471
0
    display_rect.ClipWith(window->ClipRect);
3472
0
    if (flags & ImGuiNavHighlightFlags_TypeDefault)
3473
0
    {
3474
0
        const float THICKNESS = 2.0f;
3475
0
        const float DISTANCE = 3.0f + THICKNESS * 0.5f;
3476
0
        display_rect.Expand(ImVec2(DISTANCE, DISTANCE));
3477
0
        bool fully_visible = window->ClipRect.Contains(display_rect);
3478
0
        if (!fully_visible)
3479
0
            window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
3480
0
        window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS);
3481
0
        if (!fully_visible)
3482
0
            window->DrawList->PopClipRect();
3483
0
    }
3484
0
    if (flags & ImGuiNavHighlightFlags_TypeThin)
3485
0
    {
3486
0
        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f);
3487
0
    }
3488
0
}
3489
3490
void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
3491
0
{
3492
0
    ImGuiContext& g = *GImGui;
3493
0
    IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
3494
0
    ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;
3495
0
    for (int n = 0; n < g.Viewports.Size; n++)
3496
0
    {
3497
        // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.
3498
0
        ImVec2 offset, size, uv[4];
3499
0
        if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
3500
0
            continue;
3501
0
        ImGuiViewportP* viewport = g.Viewports[n];
3502
0
        const ImVec2 pos = base_pos - offset;
3503
0
        const float scale = base_scale * viewport->DpiScale;
3504
0
        if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
3505
0
            continue;
3506
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
3507
0
        ImTextureID tex_id = font_atlas->TexID;
3508
0
        draw_list->PushTextureID(tex_id);
3509
0
        draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
3510
0
        draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
3511
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[2], uv[3], col_border);
3512
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[0], uv[1], col_fill);
3513
0
        draw_list->PopTextureID();
3514
0
    }
3515
0
}
3516
3517
//-----------------------------------------------------------------------------
3518
// [SECTION] INITIALIZATION, SHUTDOWN
3519
//-----------------------------------------------------------------------------
3520
3521
// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself
3522
// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
3523
ImGuiContext* ImGui::GetCurrentContext()
3524
0
{
3525
0
    return GImGui;
3526
0
}
3527
3528
void ImGui::SetCurrentContext(ImGuiContext* ctx)
3529
0
{
3530
#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
3531
    IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
3532
#else
3533
0
    GImGui = ctx;
3534
0
#endif
3535
0
}
3536
3537
void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)
3538
0
{
3539
0
    GImAllocatorAllocFunc = alloc_func;
3540
0
    GImAllocatorFreeFunc = free_func;
3541
0
    GImAllocatorUserData = user_data;
3542
0
}
3543
3544
// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)
3545
void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)
3546
0
{
3547
0
    *p_alloc_func = GImAllocatorAllocFunc;
3548
0
    *p_free_func = GImAllocatorFreeFunc;
3549
0
    *p_user_data = GImAllocatorUserData;
3550
0
}
3551
3552
ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
3553
0
{
3554
0
    ImGuiContext* prev_ctx = GetCurrentContext();
3555
0
    ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
3556
0
    SetCurrentContext(ctx);
3557
0
    Initialize();
3558
0
    if (prev_ctx != NULL)
3559
0
        SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one.
3560
0
    return ctx;
3561
0
}
3562
3563
void ImGui::DestroyContext(ImGuiContext* ctx)
3564
0
{
3565
0
    ImGuiContext* prev_ctx = GetCurrentContext();
3566
0
    if (ctx == NULL) //-V1051
3567
0
        ctx = prev_ctx;
3568
0
    SetCurrentContext(ctx);
3569
0
    Shutdown();
3570
0
    SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL);
3571
0
    IM_DELETE(ctx);
3572
0
}
3573
3574
// IMPORTANT: ###xxx suffixes must be same in ALL languages
3575
static const ImGuiLocEntry GLocalizationEntriesEnUS[] =
3576
{
3577
    { ImGuiLocKey_TableSizeOne,         "Size column to fit###SizeOne"          },
3578
    { ImGuiLocKey_TableSizeAllFit,      "Size all columns to fit###SizeAll"     },
3579
    { ImGuiLocKey_TableSizeAllDefault,  "Size all columns to default###SizeAll" },
3580
    { ImGuiLocKey_TableResetOrder,      "Reset order###ResetOrder"              },
3581
    { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)"                       },
3582
    { ImGuiLocKey_WindowingPopup,       "(Popup)"                               },
3583
    { ImGuiLocKey_WindowingUntitled,    "(Untitled)"                            },
3584
    { ImGuiLocKey_DockingHideTabBar,    "Hide tab bar###HideTabBar"             },
3585
};
3586
3587
void ImGui::Initialize()
3588
0
{
3589
0
    ImGuiContext& g = *GImGui;
3590
0
    IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
3591
3592
    // Add .ini handle for ImGuiWindow and ImGuiTable types
3593
0
    {
3594
0
        ImGuiSettingsHandler ini_handler;
3595
0
        ini_handler.TypeName = "Window";
3596
0
        ini_handler.TypeHash = ImHashStr("Window");
3597
0
        ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;
3598
0
        ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;
3599
0
        ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;
3600
0
        ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;
3601
0
        ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
3602
0
        AddSettingsHandler(&ini_handler);
3603
0
    }
3604
0
    TableSettingsAddSettingsHandler();
3605
3606
    // Setup default localization table
3607
0
    LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS));
3608
3609
    // Setup default platform clipboard/IME handlers.
3610
0
    g.IO.GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;    // Platform dependent default implementations
3611
0
    g.IO.SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
3612
0
    g.IO.ClipboardUserData = (void*)&g;                          // Default implementation use the ImGuiContext as user data (ideally those would be arguments to the function)
3613
0
    g.IO.SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl;
3614
3615
    // Create default viewport
3616
0
    ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
3617
0
    viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
3618
0
    viewport->Idx = 0;
3619
0
    viewport->PlatformWindowCreated = true;
3620
0
    viewport->Flags = ImGuiViewportFlags_OwnedByApp;
3621
0
    g.Viewports.push_back(viewport);
3622
0
    g.TempBuffer.resize(1024 * 3 + 1, 0);
3623
0
    g.PlatformIO.Viewports.push_back(g.Viewports[0]);
3624
3625
0
#ifdef IMGUI_HAS_DOCK
3626
    // Initialize Docking
3627
0
    DockContextInitialize(&g);
3628
0
#endif
3629
3630
0
    g.Initialized = true;
3631
0
}
3632
3633
// This function is merely here to free heap allocations.
3634
void ImGui::Shutdown()
3635
0
{
3636
    // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
3637
0
    ImGuiContext& g = *GImGui;
3638
0
    if (g.IO.Fonts && g.FontAtlasOwnedByContext)
3639
0
    {
3640
0
        g.IO.Fonts->Locked = false;
3641
0
        IM_DELETE(g.IO.Fonts);
3642
0
    }
3643
0
    g.IO.Fonts = NULL;
3644
0
    g.DrawListSharedData.TempBuffer.clear();
3645
3646
    // Cleanup of other data are conditional on actually having initialized Dear ImGui.
3647
0
    if (!g.Initialized)
3648
0
        return;
3649
3650
    // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
3651
0
    if (g.SettingsLoaded && g.IO.IniFilename != NULL)
3652
0
        SaveIniSettingsToDisk(g.IO.IniFilename);
3653
3654
    // Destroy platform windows
3655
0
    DestroyPlatformWindows();
3656
3657
    // Shutdown extensions
3658
0
    DockContextShutdown(&g);
3659
3660
0
    CallContextHooks(&g, ImGuiContextHookType_Shutdown);
3661
3662
    // Clear everything else
3663
0
    g.Windows.clear_delete();
3664
0
    g.WindowsFocusOrder.clear();
3665
0
    g.WindowsTempSortBuffer.clear();
3666
0
    g.CurrentWindow = NULL;
3667
0
    g.CurrentWindowStack.clear();
3668
0
    g.WindowsById.Clear();
3669
0
    g.NavWindow = NULL;
3670
0
    g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
3671
0
    g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
3672
0
    g.MovingWindow = NULL;
3673
3674
0
    g.KeysRoutingTable.Clear();
3675
3676
0
    g.ColorStack.clear();
3677
0
    g.StyleVarStack.clear();
3678
0
    g.FontStack.clear();
3679
0
    g.OpenPopupStack.clear();
3680
0
    g.BeginPopupStack.clear();
3681
3682
0
    g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL;
3683
0
    g.Viewports.clear_delete();
3684
3685
0
    g.TabBars.Clear();
3686
0
    g.CurrentTabBarStack.clear();
3687
0
    g.ShrinkWidthBuffer.clear();
3688
3689
0
    g.ClipperTempData.clear_destruct();
3690
3691
0
    g.Tables.Clear();
3692
0
    g.TablesTempData.clear_destruct();
3693
0
    g.DrawChannelsTempMergeBuffer.clear();
3694
3695
0
    g.ClipboardHandlerData.clear();
3696
0
    g.MenusIdSubmittedThisFrame.clear();
3697
0
    g.InputTextState.ClearFreeMemory();
3698
0
    g.InputTextDeactivatedState.ClearFreeMemory();
3699
3700
0
    g.SettingsWindows.clear();
3701
0
    g.SettingsHandlers.clear();
3702
3703
0
    if (g.LogFile)
3704
0
    {
3705
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
3706
0
        if (g.LogFile != stdout)
3707
0
#endif
3708
0
            ImFileClose(g.LogFile);
3709
0
        g.LogFile = NULL;
3710
0
    }
3711
0
    g.LogBuffer.clear();
3712
0
    g.DebugLogBuf.clear();
3713
0
    g.DebugLogIndex.clear();
3714
3715
0
    g.Initialized = false;
3716
0
}
3717
3718
// No specific ordering/dependency support, will see as needed
3719
ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
3720
0
{
3721
0
    ImGuiContext& g = *ctx;
3722
0
    IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);
3723
0
    g.Hooks.push_back(*hook);
3724
0
    g.Hooks.back().HookId = ++g.HookIdNext;
3725
0
    return g.HookIdNext;
3726
0
}
3727
3728
// Deferred removal, avoiding issue with changing vector while iterating it
3729
void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
3730
0
{
3731
0
    ImGuiContext& g = *ctx;
3732
0
    IM_ASSERT(hook_id != 0);
3733
0
    for (int n = 0; n < g.Hooks.Size; n++)
3734
0
        if (g.Hooks[n].HookId == hook_id)
3735
0
            g.Hooks[n].Type = ImGuiContextHookType_PendingRemoval_;
3736
0
}
3737
3738
// Call context hooks (used by e.g. test engine)
3739
// We assume a small number of hooks so all stored in same array
3740
void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
3741
0
{
3742
0
    ImGuiContext& g = *ctx;
3743
0
    for (int n = 0; n < g.Hooks.Size; n++)
3744
0
        if (g.Hooks[n].Type == hook_type)
3745
0
            g.Hooks[n].Callback(&g, &g.Hooks[n]);
3746
0
}
3747
3748
3749
//-----------------------------------------------------------------------------
3750
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
3751
//-----------------------------------------------------------------------------
3752
3753
// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
3754
ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL)
3755
0
{
3756
0
    memset(this, 0, sizeof(*this));
3757
0
    Ctx = ctx;
3758
0
    Name = ImStrdup(name);
3759
0
    NameBufLen = (int)strlen(name) + 1;
3760
0
    ID = ImHashStr(name);
3761
0
    IDStack.push_back(ID);
3762
0
    ViewportAllowPlatformMonitorExtend = -1;
3763
0
    ViewportPos = ImVec2(FLT_MAX, FLT_MAX);
3764
0
    MoveId = GetID("#MOVE");
3765
0
    TabId = GetID("#TAB");
3766
0
    ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
3767
0
    ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
3768
0
    AutoFitFramesX = AutoFitFramesY = -1;
3769
0
    AutoPosLastDirection = ImGuiDir_None;
3770
0
    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0;
3771
0
    SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
3772
0
    LastFrameActive = -1;
3773
0
    LastFrameJustFocused = -1;
3774
0
    LastTimeActive = -1.0f;
3775
0
    FontWindowScale = FontDpiScale = 1.0f;
3776
0
    SettingsOffset = -1;
3777
0
    DockOrder = -1;
3778
0
    DrawList = &DrawListInst;
3779
0
    DrawList->_Data = &Ctx->DrawListSharedData;
3780
0
    DrawList->_OwnerName = Name;
3781
0
    NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX);
3782
0
    IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass();
3783
0
}
3784
3785
ImGuiWindow::~ImGuiWindow()
3786
0
{
3787
0
    IM_ASSERT(DrawList == &DrawListInst);
3788
0
    IM_DELETE(Name);
3789
0
    ColumnsStorage.clear_destruct();
3790
0
}
3791
3792
ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
3793
0
{
3794
0
    ImGuiID seed = IDStack.back();
3795
0
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
3796
0
    ImGuiContext& g = *Ctx;
3797
0
    if (g.DebugHookIdInfo == id)
3798
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
3799
0
    return id;
3800
0
}
3801
3802
ImGuiID ImGuiWindow::GetID(const void* ptr)
3803
0
{
3804
0
    ImGuiID seed = IDStack.back();
3805
0
    ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
3806
0
    ImGuiContext& g = *Ctx;
3807
0
    if (g.DebugHookIdInfo == id)
3808
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);
3809
0
    return id;
3810
0
}
3811
3812
ImGuiID ImGuiWindow::GetID(int n)
3813
0
{
3814
0
    ImGuiID seed = IDStack.back();
3815
0
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
3816
0
    ImGuiContext& g = *Ctx;
3817
0
    if (g.DebugHookIdInfo == id)
3818
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
3819
0
    return id;
3820
0
}
3821
3822
// This is only used in rare/specific situations to manufacture an ID out of nowhere.
3823
ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
3824
0
{
3825
0
    ImGuiID seed = IDStack.back();
3826
0
    ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs);
3827
0
    ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
3828
0
    return id;
3829
0
}
3830
3831
static void SetCurrentWindow(ImGuiWindow* window)
3832
0
{
3833
0
    ImGuiContext& g = *GImGui;
3834
0
    g.CurrentWindow = window;
3835
0
    g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;
3836
0
    if (window)
3837
0
    {
3838
0
        g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
3839
0
        ImGui::NavUpdateCurrentWindowIsScrollPushableX();
3840
0
    }
3841
0
}
3842
3843
void ImGui::GcCompactTransientMiscBuffers()
3844
0
{
3845
0
    ImGuiContext& g = *GImGui;
3846
0
    g.ItemFlagsStack.clear();
3847
0
    g.GroupStack.clear();
3848
0
    TableGcCompactSettings();
3849
0
}
3850
3851
// Free up/compact internal window buffers, we can use this when a window becomes unused.
3852
// Not freed:
3853
// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)
3854
// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
3855
void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
3856
0
{
3857
0
    window->MemoryCompacted = true;
3858
0
    window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
3859
0
    window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
3860
0
    window->IDStack.clear();
3861
0
    window->DrawList->_ClearFreeMemory();
3862
0
    window->DC.ChildWindows.clear();
3863
0
    window->DC.ItemWidthStack.clear();
3864
0
    window->DC.TextWrapPosStack.clear();
3865
0
}
3866
3867
void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
3868
0
{
3869
    // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.
3870
    // The other buffers tends to amortize much faster.
3871
0
    window->MemoryCompacted = false;
3872
0
    window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);
3873
0
    window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);
3874
0
    window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
3875
0
}
3876
3877
void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
3878
0
{
3879
0
    ImGuiContext& g = *GImGui;
3880
3881
    // Clear previous active id
3882
0
    if (g.ActiveId != 0)
3883
0
    {
3884
        // While most behaved code would make an effort to not steal active id during window move/drag operations,
3885
        // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch
3886
        // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.
3887
0
        if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)
3888
0
        {
3889
0
            IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n");
3890
0
            g.MovingWindow = NULL;
3891
0
        }
3892
3893
        // This could be written in a more general way (e.g associate a hook to ActiveId),
3894
        // but since this is currently quite an exception we'll leave it as is.
3895
        // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveId()
3896
0
        if (g.InputTextState.ID == g.ActiveId)
3897
0
            InputTextDeactivateHook(g.ActiveId);
3898
0
    }
3899
3900
    // Set active id
3901
0
    g.ActiveIdIsJustActivated = (g.ActiveId != id);
3902
0
    if (g.ActiveIdIsJustActivated)
3903
0
    {
3904
0
        IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : "");
3905
0
        g.ActiveIdTimer = 0.0f;
3906
0
        g.ActiveIdHasBeenPressedBefore = false;
3907
0
        g.ActiveIdHasBeenEditedBefore = false;
3908
0
        g.ActiveIdMouseButton = -1;
3909
0
        if (id != 0)
3910
0
        {
3911
0
            g.LastActiveId = id;
3912
0
            g.LastActiveIdTimer = 0.0f;
3913
0
        }
3914
0
    }
3915
0
    g.ActiveId = id;
3916
0
    g.ActiveIdAllowOverlap = false;
3917
0
    g.ActiveIdNoClearOnFocusLoss = false;
3918
0
    g.ActiveIdWindow = window;
3919
0
    g.ActiveIdHasBeenEditedThisFrame = false;
3920
0
    if (id)
3921
0
    {
3922
0
        g.ActiveIdIsAlive = id;
3923
0
        g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse;
3924
0
        IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None);
3925
0
    }
3926
3927
    // Clear declaration of inputs claimed by the widget
3928
    // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
3929
0
    g.ActiveIdUsingNavDirMask = 0x00;
3930
0
    g.ActiveIdUsingAllKeyboardKeys = false;
3931
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
3932
    g.ActiveIdUsingNavInputMask = 0x00;
3933
#endif
3934
0
}
3935
3936
void ImGui::ClearActiveID()
3937
0
{
3938
0
    SetActiveID(0, NULL); // g.ActiveId = 0;
3939
0
}
3940
3941
void ImGui::SetHoveredID(ImGuiID id)
3942
0
{
3943
0
    ImGuiContext& g = *GImGui;
3944
0
    g.HoveredId = id;
3945
0
    g.HoveredIdAllowOverlap = false;
3946
0
    if (id != 0 && g.HoveredIdPreviousFrame != id)
3947
0
        g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
3948
0
}
3949
3950
ImGuiID ImGui::GetHoveredID()
3951
0
{
3952
0
    ImGuiContext& g = *GImGui;
3953
0
    return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
3954
0
}
3955
3956
// This is called by ItemAdd().
3957
// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID().
3958
void ImGui::KeepAliveID(ImGuiID id)
3959
0
{
3960
0
    ImGuiContext& g = *GImGui;
3961
0
    if (g.ActiveId == id)
3962
0
        g.ActiveIdIsAlive = id;
3963
0
    if (g.ActiveIdPreviousFrame == id)
3964
0
        g.ActiveIdPreviousFrameIsAlive = true;
3965
0
}
3966
3967
void ImGui::MarkItemEdited(ImGuiID id)
3968
0
{
3969
    // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
3970
    // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data.
3971
0
    ImGuiContext& g = *GImGui;
3972
0
    if (g.ActiveId == id || g.ActiveId == 0)
3973
0
    {
3974
0
        g.ActiveIdHasBeenEditedThisFrame = true;
3975
0
        g.ActiveIdHasBeenEditedBefore = true;
3976
0
    }
3977
3978
    // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343)
3979
    // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714)
3980
0
    IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id);
3981
3982
    //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
3983
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
3984
0
}
3985
3986
bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
3987
0
{
3988
    // An active popup disable hovering on other windows (apart from its own children)
3989
    // FIXME-OPT: This could be cached/stored within the window.
3990
0
    ImGuiContext& g = *GImGui;
3991
0
    if (g.NavWindow)
3992
0
        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree)
3993
0
            if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree)
3994
0
            {
3995
                // For the purpose of those flags we differentiate "standard popup" from "modal popup"
3996
                // NB: The 'else' is important because Modal windows are also Popups.
3997
0
                bool want_inhibit = false;
3998
0
                if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
3999
0
                    want_inhibit = true;
4000
0
                else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
4001
0
                    want_inhibit = true;
4002
4003
                // Inhibit hover unless the window is within the stack of our modal/popup
4004
0
                if (want_inhibit)
4005
0
                    if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window))
4006
0
                        return false;
4007
0
            }
4008
4009
    // Filter by viewport
4010
0
    if (window->Viewport != g.MouseViewport)
4011
0
        if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)
4012
0
            return false;
4013
4014
0
    return true;
4015
0
}
4016
4017
// This is roughly matching the behavior of internal-facing ItemHoverable()
4018
// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()
4019
// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
4020
bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
4021
0
{
4022
0
    ImGuiContext& g = *GImGui;
4023
0
    ImGuiWindow* window = g.CurrentWindow;
4024
0
    if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))
4025
0
    {
4026
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4027
0
            return false;
4028
0
        if (!IsItemFocused())
4029
0
            return false;
4030
0
    }
4031
0
    else
4032
0
    {
4033
        // Test for bounding box overlap, as updated as ItemAdd()
4034
0
        ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
4035
0
        if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
4036
0
            return false;
4037
0
        IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0);   // Flags not supported by this function
4038
4039
        // Done with rectangle culling so we can perform heavier checks now
4040
        // Test if we are hovering the right window (our window could be behind another window)
4041
        // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
4042
        // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
4043
        // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
4044
        // the test that has been running for a long while.
4045
0
        if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
4046
0
            if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0)
4047
0
                return false;
4048
4049
        // Test if another item is active (e.g. being dragged)
4050
0
        if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
4051
0
            if (g.ActiveId != 0 && g.ActiveId != g.LastItemData.ID && !g.ActiveIdAllowOverlap)
4052
0
                if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId)
4053
0
                    return false;
4054
4055
        // Test if interactions on this window are blocked by an active popup or modal.
4056
        // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
4057
0
        if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck))
4058
0
            return false;
4059
4060
        // Test if the item is disabled
4061
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4062
0
            return false;
4063
4064
        // Special handling for calling after Begin() which represent the title bar or tab.
4065
        // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin)
4066
        // will never be overwritten so we need to detect the case.
4067
0
        if (g.LastItemData.ID == window->MoveId && window->WriteAccessed)
4068
0
            return false;
4069
0
    }
4070
4071
    // Handle hover delay
4072
    // (some ideas: https://www.nngroup.com/articles/timing-exposing-content)
4073
0
    float delay;
4074
0
    if (flags & ImGuiHoveredFlags_DelayNormal)
4075
0
        delay = g.IO.HoverDelayNormal;
4076
0
    else if (flags & ImGuiHoveredFlags_DelayShort)
4077
0
        delay = g.IO.HoverDelayShort;
4078
0
    else
4079
0
        delay = 0.0f;
4080
0
    if (delay > 0.0f)
4081
0
    {
4082
0
        ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect);
4083
0
        if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverDelayIdPreviousFrame != hover_delay_id))
4084
0
            g.HoverDelayTimer = 0.0f;
4085
0
        g.HoverDelayId = hover_delay_id;
4086
0
        return g.HoverDelayTimer >= delay;
4087
0
    }
4088
4089
0
    return true;
4090
0
}
4091
4092
// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
4093
bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)
4094
0
{
4095
0
    ImGuiContext& g = *GImGui;
4096
0
    if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
4097
0
        return false;
4098
4099
0
    ImGuiWindow* window = g.CurrentWindow;
4100
0
    if (g.HoveredWindow != window)
4101
0
        return false;
4102
0
    if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4103
0
        return false;
4104
0
    if (!IsMouseHoveringRect(bb.Min, bb.Max))
4105
0
        return false;
4106
4107
    // Done with rectangle culling so we can perform heavier checks now.
4108
0
    ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags);
4109
0
    if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
4110
0
    {
4111
0
        g.HoveredIdDisabled = true;
4112
0
        return false;
4113
0
    }
4114
4115
    // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level
4116
    // hover test in widgets code. We could also decide to split this function is two.
4117
0
    if (id != 0)
4118
0
        SetHoveredID(id);
4119
4120
    // When disabled we'll return false but still set HoveredId
4121
0
    if (item_flags & ImGuiItemFlags_Disabled)
4122
0
    {
4123
        // Release active id if turning disabled
4124
0
        if (g.ActiveId == id)
4125
0
            ClearActiveID();
4126
0
        g.HoveredIdDisabled = true;
4127
0
        return false;
4128
0
    }
4129
4130
0
    if (id != 0)
4131
0
    {
4132
        // [DEBUG] Item Picker tool!
4133
        // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making
4134
        // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered
4135
        // items if we performed the test in ItemAdd(), but that would incur a small runtime cost.
4136
0
        if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)
4137
0
            GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
4138
0
        if (g.DebugItemPickerBreakId == id)
4139
0
            IM_DEBUG_BREAK();
4140
0
    }
4141
4142
0
    if (g.NavDisableMouseHover)
4143
0
        return false;
4144
4145
0
    return true;
4146
0
}
4147
4148
// FIXME: This is inlined/duplicated in ItemAdd()
4149
bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
4150
0
{
4151
0
    ImGuiContext& g = *GImGui;
4152
0
    ImGuiWindow* window = g.CurrentWindow;
4153
0
    if (!bb.Overlaps(window->ClipRect))
4154
0
        if (id == 0 || (id != g.ActiveId && id != g.NavId))
4155
0
            if (!g.LogEnabled)
4156
0
                return true;
4157
0
    return false;
4158
0
}
4159
4160
// This is also inlined in ItemAdd()
4161
// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect.
4162
void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)
4163
0
{
4164
0
    ImGuiContext& g = *GImGui;
4165
0
    g.LastItemData.ID = item_id;
4166
0
    g.LastItemData.InFlags = in_flags;
4167
0
    g.LastItemData.StatusFlags = item_flags;
4168
0
    g.LastItemData.Rect = g.LastItemData.NavRect = item_rect;
4169
0
}
4170
4171
float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
4172
0
{
4173
0
    if (wrap_pos_x < 0.0f)
4174
0
        return 0.0f;
4175
4176
0
    ImGuiContext& g = *GImGui;
4177
0
    ImGuiWindow* window = g.CurrentWindow;
4178
0
    if (wrap_pos_x == 0.0f)
4179
0
    {
4180
        // We could decide to setup a default wrapping max point for auto-resizing windows,
4181
        // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?
4182
        //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
4183
        //    wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);
4184
        //else
4185
0
        wrap_pos_x = window->WorkRect.Max.x;
4186
0
    }
4187
0
    else if (wrap_pos_x > 0.0f)
4188
0
    {
4189
0
        wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
4190
0
    }
4191
4192
0
    return ImMax(wrap_pos_x - pos.x, 1.0f);
4193
0
}
4194
4195
// IM_ALLOC() == ImGui::MemAlloc()
4196
void* ImGui::MemAlloc(size_t size)
4197
0
{
4198
0
    if (ImGuiContext* ctx = GImGui)
4199
0
        ctx->IO.MetricsActiveAllocations++;
4200
0
    return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);
4201
0
}
4202
4203
// IM_FREE() == ImGui::MemFree()
4204
void ImGui::MemFree(void* ptr)
4205
0
{
4206
0
    if (ptr)
4207
0
        if (ImGuiContext* ctx = GImGui)
4208
0
            ctx->IO.MetricsActiveAllocations--;
4209
0
    return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);
4210
0
}
4211
4212
const char* ImGui::GetClipboardText()
4213
0
{
4214
0
    ImGuiContext& g = *GImGui;
4215
0
    return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : "";
4216
0
}
4217
4218
void ImGui::SetClipboardText(const char* text)
4219
0
{
4220
0
    ImGuiContext& g = *GImGui;
4221
0
    if (g.IO.SetClipboardTextFn)
4222
0
        g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);
4223
0
}
4224
4225
const char* ImGui::GetVersion()
4226
0
{
4227
0
    return IMGUI_VERSION;
4228
0
}
4229
4230
ImGuiIO& ImGui::GetIO()
4231
0
{
4232
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4233
0
    return GImGui->IO;
4234
0
}
4235
4236
ImGuiPlatformIO& ImGui::GetPlatformIO()
4237
0
{
4238
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
4239
0
    return GImGui->PlatformIO;
4240
0
}
4241
4242
// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
4243
ImDrawData* ImGui::GetDrawData()
4244
0
{
4245
0
    ImGuiContext& g = *GImGui;
4246
0
    ImGuiViewportP* viewport = g.Viewports[0];
4247
0
    return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;
4248
0
}
4249
4250
double ImGui::GetTime()
4251
0
{
4252
0
    return GImGui->Time;
4253
0
}
4254
4255
int ImGui::GetFrameCount()
4256
0
{
4257
0
    return GImGui->FrameCount;
4258
0
}
4259
4260
static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)
4261
0
{
4262
    // Create the draw list on demand, because they are not frequently used for all viewports
4263
0
    ImGuiContext& g = *GImGui;
4264
0
    IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->DrawLists));
4265
0
    ImDrawList* draw_list = viewport->DrawLists[drawlist_no];
4266
0
    if (draw_list == NULL)
4267
0
    {
4268
0
        draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);
4269
0
        draw_list->_OwnerName = drawlist_name;
4270
0
        viewport->DrawLists[drawlist_no] = draw_list;
4271
0
    }
4272
4273
    // Our ImDrawList system requires that there is always a command
4274
0
    if (viewport->DrawListsLastFrame[drawlist_no] != g.FrameCount)
4275
0
    {
4276
0
        draw_list->_ResetForNewFrame();
4277
0
        draw_list->PushTextureID(g.IO.Fonts->TexID);
4278
0
        draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
4279
0
        viewport->DrawListsLastFrame[drawlist_no] = g.FrameCount;
4280
0
    }
4281
0
    return draw_list;
4282
0
}
4283
4284
ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
4285
0
{
4286
0
    return GetViewportDrawList((ImGuiViewportP*)viewport, 0, "##Background");
4287
0
}
4288
4289
ImDrawList* ImGui::GetBackgroundDrawList()
4290
0
{
4291
0
    ImGuiContext& g = *GImGui;
4292
0
    return GetBackgroundDrawList(g.CurrentWindow->Viewport);
4293
0
}
4294
4295
ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
4296
0
{
4297
0
    return GetViewportDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
4298
0
}
4299
4300
ImDrawList* ImGui::GetForegroundDrawList()
4301
0
{
4302
0
    ImGuiContext& g = *GImGui;
4303
0
    return GetForegroundDrawList(g.CurrentWindow->Viewport);
4304
0
}
4305
4306
ImDrawListSharedData* ImGui::GetDrawListSharedData()
4307
0
{
4308
0
    return &GImGui->DrawListSharedData;
4309
0
}
4310
4311
void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
4312
0
{
4313
    // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
4314
    // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
4315
    // This is because we want ActiveId to be set even when the window is not permitted to move.
4316
0
    ImGuiContext& g = *GImGui;
4317
0
    FocusWindow(window);
4318
0
    SetActiveID(window->MoveId, window);
4319
0
    g.NavDisableHighlight = true;
4320
0
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos;
4321
0
    g.ActiveIdNoClearOnFocusLoss = true;
4322
0
    SetActiveIdUsingAllKeyboardKeys();
4323
4324
0
    bool can_move_window = true;
4325
0
    if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove))
4326
0
        can_move_window = false;
4327
0
    if (ImGuiDockNode* node = window->DockNodeAsHost)
4328
0
        if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove))
4329
0
            can_move_window = false;
4330
0
    if (can_move_window)
4331
0
        g.MovingWindow = window;
4332
0
}
4333
4334
// We use 'undock_floating_node == false' when dragging from title bar to allow moving groups of floating nodes without undocking them.
4335
// - undock_floating_node == true: when dragging from a floating node within a hierarchy, always undock the node.
4336
// - undock_floating_node == false: when dragging from a floating node within a hierarchy, move root window.
4337
void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node)
4338
0
{
4339
0
    ImGuiContext& g = *GImGui;
4340
0
    bool can_undock_node = false;
4341
0
    if (node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0)
4342
0
    {
4343
        // Can undock if:
4344
        // - part of a floating node hierarchy with more than one visible node (if only one is visible, we'll just move the whole hierarchy)
4345
        // - part of a dockspace node hierarchy (trivia: undocking from a fixed/central node will create a new node and copy windows)
4346
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
4347
0
        if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL)   // -V1051 PVS-Studio thinks node should be root_node and is wrong about that.
4348
0
            if (undock_floating_node || root_node->IsDockSpace())
4349
0
                can_undock_node = true;
4350
0
    }
4351
4352
0
    const bool clicked = IsMouseClicked(0);
4353
0
    const bool dragging = IsMouseDragging(0, g.IO.MouseDragThreshold * 1.70f);
4354
0
    if (can_undock_node && dragging)
4355
0
        DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame
4356
0
    else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window)
4357
0
        StartMouseMovingWindow(window);
4358
0
}
4359
4360
// Handle mouse moving window
4361
// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
4362
// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
4363
// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
4364
// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
4365
void ImGui::UpdateMouseMovingWindowNewFrame()
4366
0
{
4367
0
    ImGuiContext& g = *GImGui;
4368
0
    if (g.MovingWindow != NULL)
4369
0
    {
4370
        // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
4371
        // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
4372
0
        KeepAliveID(g.ActiveId);
4373
0
        IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree);
4374
0
        ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree;
4375
4376
        // When a window stop being submitted while being dragged, it may will its viewport until next Begin()
4377
0
        const bool window_disappared = ((!moving_window->WasActive && !moving_window->Active) || moving_window->Viewport == NULL);
4378
0
        if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared)
4379
0
        {
4380
0
            ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
4381
0
            if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
4382
0
            {
4383
0
                SetWindowPos(moving_window, pos, ImGuiCond_Always);
4384
0
                if (moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window.
4385
0
                {
4386
0
                    moving_window->Viewport->Pos = pos;
4387
0
                    moving_window->Viewport->UpdateWorkRect();
4388
0
                }
4389
0
            }
4390
0
            FocusWindow(g.MovingWindow);
4391
0
        }
4392
0
        else
4393
0
        {
4394
0
            if (!window_disappared)
4395
0
            {
4396
                // Try to merge the window back into the main viewport.
4397
                // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports)
4398
0
                if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
4399
0
                    UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport);
4400
4401
                // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button.
4402
0
                if (!IsDragDropPayloadBeingAccepted())
4403
0
                    g.MouseViewport = moving_window->Viewport;
4404
4405
                // Clear the NoInput window flag set by the Viewport system
4406
0
                moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; // FIXME-VIEWPORT: Test engine managed to crash here because Viewport was NULL.
4407
0
            }
4408
4409
0
            g.MovingWindow = NULL;
4410
0
            ClearActiveID();
4411
0
        }
4412
0
    }
4413
0
    else
4414
0
    {
4415
        // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
4416
0
        if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
4417
0
        {
4418
0
            KeepAliveID(g.ActiveId);
4419
0
            if (!g.IO.MouseDown[0])
4420
0
                ClearActiveID();
4421
0
        }
4422
0
    }
4423
0
}
4424
4425
// Initiate moving window when clicking on empty space or title bar.
4426
// Handle left-click and right-click focus.
4427
void ImGui::UpdateMouseMovingWindowEndFrame()
4428
0
{
4429
0
    ImGuiContext& g = *GImGui;
4430
0
    if (g.ActiveId != 0 || g.HoveredId != 0)
4431
0
        return;
4432
4433
    // Unless we just made a window/popup appear
4434
0
    if (g.NavWindow && g.NavWindow->Appearing)
4435
0
        return;
4436
4437
    // Click on empty space to focus window and start moving
4438
    // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!)
4439
0
    if (g.IO.MouseClicked[0])
4440
0
    {
4441
        // Handle the edge case of a popup being closed while clicking in its empty space.
4442
        // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
4443
0
        ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
4444
0
        const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
4445
4446
0
        if (root_window != NULL && !is_closed_popup)
4447
0
        {
4448
0
            StartMouseMovingWindow(g.HoveredWindow); //-V595
4449
4450
            // Cancel moving if clicked outside of title bar
4451
0
            if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
4452
0
                if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive)
4453
0
                    if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
4454
0
                        g.MovingWindow = NULL;
4455
4456
            // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)
4457
0
            if (g.HoveredIdDisabled)
4458
0
                g.MovingWindow = NULL;
4459
0
        }
4460
0
        else if (root_window == NULL && g.NavWindow != NULL)
4461
0
        {
4462
            // Clicking on void disable focus
4463
0
            FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal);
4464
0
        }
4465
0
    }
4466
4467
    // With right mouse button we close popups without changing focus based on where the mouse is aimed
4468
    // Instead, focus will be restored to the window under the bottom-most closed popup.
4469
    // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
4470
0
    if (g.IO.MouseClicked[1])
4471
0
    {
4472
        // Find the top-most window between HoveredWindow and the top-most Modal Window.
4473
        // This is where we can trim the popup stack.
4474
0
        ImGuiWindow* modal = GetTopMostPopupModal();
4475
0
        bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));
4476
0
        ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
4477
0
    }
4478
0
}
4479
4480
// This is called during NewFrame()->UpdateViewportsNewFrame() only.
4481
// Need to keep in sync with SetWindowPos()
4482
static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta)
4483
0
{
4484
0
    window->Pos += delta;
4485
0
    window->ClipRect.Translate(delta);
4486
0
    window->OuterRectClipped.Translate(delta);
4487
0
    window->InnerRect.Translate(delta);
4488
0
    window->DC.CursorPos += delta;
4489
0
    window->DC.CursorStartPos += delta;
4490
0
    window->DC.CursorMaxPos += delta;
4491
0
    window->DC.IdealMaxPos += delta;
4492
0
}
4493
4494
static void ScaleWindow(ImGuiWindow* window, float scale)
4495
0
{
4496
0
    ImVec2 origin = window->Viewport->Pos;
4497
0
    window->Pos = ImFloor((window->Pos - origin) * scale + origin);
4498
0
    window->Size = ImFloor(window->Size * scale);
4499
0
    window->SizeFull = ImFloor(window->SizeFull * scale);
4500
0
    window->ContentSize = ImFloor(window->ContentSize * scale);
4501
0
}
4502
4503
static bool IsWindowActiveAndVisible(ImGuiWindow* window)
4504
0
{
4505
0
    return (window->Active) && (!window->Hidden);
4506
0
}
4507
4508
// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
4509
void ImGui::UpdateHoveredWindowAndCaptureFlags()
4510
0
{
4511
0
    ImGuiContext& g = *GImGui;
4512
0
    ImGuiIO& io = g.IO;
4513
0
    g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));
4514
4515
    // Find the window hovered by mouse:
4516
    // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
4517
    // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
4518
    // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
4519
0
    bool clear_hovered_windows = false;
4520
0
    FindHoveredWindow();
4521
0
    IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport);
4522
4523
    // Modal windows prevents mouse from hovering behind them.
4524
0
    ImGuiWindow* modal_window = GetTopMostPopupModal();
4525
0
    if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ?
4526
0
        clear_hovered_windows = true;
4527
4528
    // Disabled mouse?
4529
0
    if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)
4530
0
        clear_hovered_windows = true;
4531
4532
    // We track click ownership. When clicked outside of a window the click is owned by the application and
4533
    // won't report hovering nor request capture even while dragging over our windows afterward.
4534
0
    const bool has_open_popup = (g.OpenPopupStack.Size > 0);
4535
0
    const bool has_open_modal = (modal_window != NULL);
4536
0
    int mouse_earliest_down = -1;
4537
0
    bool mouse_any_down = false;
4538
0
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
4539
0
    {
4540
0
        if (io.MouseClicked[i])
4541
0
        {
4542
0
            io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup;
4543
0
            io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal;
4544
0
        }
4545
0
        mouse_any_down |= io.MouseDown[i];
4546
0
        if (io.MouseDown[i])
4547
0
            if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])
4548
0
                mouse_earliest_down = i;
4549
0
    }
4550
0
    const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down];
4551
0
    const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down];
4552
4553
    // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
4554
    // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
4555
0
    const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
4556
0
    if (!mouse_avail && !mouse_dragging_extern_payload)
4557
0
        clear_hovered_windows = true;
4558
4559
0
    if (clear_hovered_windows)
4560
0
        g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
4561
4562
    // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app)
4563
    // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag
4564
0
    if (g.WantCaptureMouseNextFrame != -1)
4565
0
    {
4566
0
        io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0);
4567
0
    }
4568
0
    else
4569
0
    {
4570
0
        io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup;
4571
0
        io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal;
4572
0
    }
4573
4574
    // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app)
4575
0
    if (g.WantCaptureKeyboardNextFrame != -1)
4576
0
        io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
4577
0
    else
4578
0
        io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
4579
0
    if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))
4580
0
        io.WantCaptureKeyboard = true;
4581
4582
    // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible
4583
0
    io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
4584
0
}
4585
4586
void ImGui::NewFrame()
4587
0
{
4588
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4589
0
    ImGuiContext& g = *GImGui;
4590
4591
    // Remove pending delete hooks before frame start.
4592
    // This deferred removal avoid issues of removal while iterating the hook vector
4593
0
    for (int n = g.Hooks.Size - 1; n >= 0; n--)
4594
0
        if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)
4595
0
            g.Hooks.erase(&g.Hooks[n]);
4596
4597
0
    CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
4598
4599
    // Check and assert for various common IO and Configuration mistakes
4600
0
    g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame;
4601
0
    ErrorCheckNewFrameSanityChecks();
4602
0
    g.ConfigFlagsCurrFrame = g.IO.ConfigFlags;
4603
4604
    // Load settings on first frame, save settings when modified (after a delay)
4605
0
    UpdateSettings();
4606
4607
0
    g.Time += g.IO.DeltaTime;
4608
0
    g.WithinFrameScope = true;
4609
0
    g.FrameCount += 1;
4610
0
    g.TooltipOverrideCount = 0;
4611
0
    g.WindowsActiveCount = 0;
4612
0
    g.MenusIdSubmittedThisFrame.resize(0);
4613
4614
    // Calculate frame-rate for the user, as a purely luxurious feature
4615
0
    g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
4616
0
    g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
4617
0
    g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
4618
0
    g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
4619
0
    g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
4620
4621
    // Process input queue (trickle as many events as possible), turn events into writes to IO structure
4622
0
    g.InputEventsTrail.resize(0);
4623
0
    UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
4624
4625
    // Update viewports (after processing input queue, so io.MouseHoveredViewport is set)
4626
0
    UpdateViewportsNewFrame();
4627
4628
    // Setup current font and draw list shared data
4629
    // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
4630
0
    g.IO.Fonts->Locked = true;
4631
0
    SetCurrentFont(GetDefaultFont());
4632
0
    IM_ASSERT(g.Font->IsLoaded());
4633
0
    ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
4634
0
    for (int n = 0; n < g.Viewports.Size; n++)
4635
0
        virtual_space.Add(g.Viewports[n]->GetMainRect());
4636
0
    g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
4637
0
    g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
4638
0
    g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);
4639
0
    g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
4640
0
    if (g.Style.AntiAliasedLines)
4641
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
4642
0
    if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines))
4643
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;
4644
0
    if (g.Style.AntiAliasedFill)
4645
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
4646
0
    if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
4647
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
4648
4649
    // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
4650
0
    for (int n = 0; n < g.Viewports.Size; n++)
4651
0
    {
4652
0
        ImGuiViewportP* viewport = g.Viewports[n];
4653
0
        viewport->DrawData = NULL;
4654
0
        viewport->DrawDataP.Clear();
4655
0
    }
4656
4657
    // Drag and drop keep the source ID alive so even if the source disappear our state is consistent
4658
0
    if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
4659
0
        KeepAliveID(g.DragDropPayload.SourceId);
4660
4661
    // Update HoveredId data
4662
0
    if (!g.HoveredIdPreviousFrame)
4663
0
        g.HoveredIdTimer = 0.0f;
4664
0
    if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
4665
0
        g.HoveredIdNotActiveTimer = 0.0f;
4666
0
    if (g.HoveredId)
4667
0
        g.HoveredIdTimer += g.IO.DeltaTime;
4668
0
    if (g.HoveredId && g.ActiveId != g.HoveredId)
4669
0
        g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
4670
0
    g.HoveredIdPreviousFrame = g.HoveredId;
4671
0
    g.HoveredId = 0;
4672
0
    g.HoveredIdAllowOverlap = false;
4673
0
    g.HoveredIdDisabled = false;
4674
4675
    // Clear ActiveID if the item is not alive anymore.
4676
    // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd().
4677
    // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves.
4678
0
    if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId)
4679
0
    {
4680
0
        IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n");
4681
0
        ClearActiveID();
4682
0
    }
4683
4684
    // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)
4685
0
    if (g.ActiveId)
4686
0
        g.ActiveIdTimer += g.IO.DeltaTime;
4687
0
    g.LastActiveIdTimer += g.IO.DeltaTime;
4688
0
    g.ActiveIdPreviousFrame = g.ActiveId;
4689
0
    g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
4690
0
    g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
4691
0
    g.ActiveIdIsAlive = 0;
4692
0
    g.ActiveIdHasBeenEditedThisFrame = false;
4693
0
    g.ActiveIdPreviousFrameIsAlive = false;
4694
0
    g.ActiveIdIsJustActivated = false;
4695
0
    if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
4696
0
        g.TempInputId = 0;
4697
0
    if (g.ActiveId == 0)
4698
0
    {
4699
0
        g.ActiveIdUsingNavDirMask = 0x00;
4700
0
        g.ActiveIdUsingAllKeyboardKeys = false;
4701
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4702
        g.ActiveIdUsingNavInputMask = 0x00;
4703
#endif
4704
0
    }
4705
4706
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4707
    if (g.ActiveId == 0)
4708
        g.ActiveIdUsingNavInputMask = 0;
4709
    else if (g.ActiveIdUsingNavInputMask != 0)
4710
    {
4711
        // If your custom widget code used:                 { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); }
4712
        // Since IMGUI_VERSION_NUM >= 18804 it should be:   { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); }
4713
        if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel))
4714
            SetKeyOwner(ImGuiKey_Escape, g.ActiveId);
4715
        if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel))
4716
            IM_ASSERT(0); // Other values unsupported
4717
    }
4718
#endif
4719
4720
    // Update hover delay for IsItemHovered() with delays and tooltips
4721
0
    g.HoverDelayIdPreviousFrame = g.HoverDelayId;
4722
0
    if (g.HoverDelayId != 0)
4723
0
    {
4724
        //if (g.IO.MouseDelta.x == 0.0f && g.IO.MouseDelta.y == 0.0f) // Need design/flags
4725
0
        g.HoverDelayTimer += g.IO.DeltaTime;
4726
0
        g.HoverDelayClearTimer = 0.0f;
4727
0
        g.HoverDelayId = 0;
4728
0
    }
4729
0
    else if (g.HoverDelayTimer > 0.0f)
4730
0
    {
4731
        // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps
4732
0
        g.HoverDelayClearTimer += g.IO.DeltaTime;
4733
0
        if (g.HoverDelayClearTimer >= ImMax(0.20f, g.IO.DeltaTime * 2.0f)) // ~6 frames at 30 Hz + allow for low framerate
4734
0
            g.HoverDelayTimer = g.HoverDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.
4735
0
    }
4736
4737
    // Drag and drop
4738
0
    g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
4739
0
    g.DragDropAcceptIdCurr = 0;
4740
0
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
4741
0
    g.DragDropWithinSource = false;
4742
0
    g.DragDropWithinTarget = false;
4743
0
    g.DragDropHoldJustPressedId = 0;
4744
4745
    // Close popups on focus lost (currently wip/opt-in)
4746
    //if (g.IO.AppFocusLost)
4747
    //    ClosePopupsExceptModals();
4748
4749
    // Update keyboard input state
4750
0
    UpdateKeyboardInputs();
4751
4752
    //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));
4753
    //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));
4754
    //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
4755
    //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
4756
4757
    // Update gamepad/keyboard navigation
4758
0
    NavUpdate();
4759
4760
    // Update mouse input state
4761
0
    UpdateMouseInputs();
4762
4763
    // Undocking
4764
    // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame)
4765
0
    DockContextNewFrameUpdateUndocking(&g);
4766
4767
    // Find hovered window
4768
    // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
4769
0
    UpdateHoveredWindowAndCaptureFlags();
4770
4771
    // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
4772
0
    UpdateMouseMovingWindowNewFrame();
4773
4774
    // Background darkening/whitening
4775
0
    if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
4776
0
        g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
4777
0
    else
4778
0
        g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
4779
4780
0
    g.MouseCursor = ImGuiMouseCursor_Arrow;
4781
0
    g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
4782
4783
    // Platform IME data: reset for the frame
4784
0
    g.PlatformImeDataPrev = g.PlatformImeData;
4785
0
    g.PlatformImeData.WantVisible = false;
4786
4787
    // Mouse wheel scrolling, scale
4788
0
    UpdateMouseWheel();
4789
4790
    // Mark all windows as not visible and compact unused memory.
4791
0
    IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
4792
0
    const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
4793
0
    for (int i = 0; i != g.Windows.Size; i++)
4794
0
    {
4795
0
        ImGuiWindow* window = g.Windows[i];
4796
0
        window->WasActive = window->Active;
4797
0
        window->Active = false;
4798
0
        window->WriteAccessed = false;
4799
0
        window->BeginCountPreviousFrame = window->BeginCount;
4800
0
        window->BeginCount = 0;
4801
4802
        // Garbage collect transient buffers of recently unused windows
4803
0
        if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
4804
0
            GcCompactTransientWindowBuffers(window);
4805
0
    }
4806
4807
    // Garbage collect transient buffers of recently unused tables
4808
0
    for (int i = 0; i < g.TablesLastTimeActive.Size; i++)
4809
0
        if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)
4810
0
            TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));
4811
0
    for (int i = 0; i < g.TablesTempData.Size; i++)
4812
0
        if (g.TablesTempData[i].LastTimeActive >= 0.0f && g.TablesTempData[i].LastTimeActive < memory_compact_start_time)
4813
0
            TableGcCompactTransientBuffers(&g.TablesTempData[i]);
4814
0
    if (g.GcCompactAll)
4815
0
        GcCompactTransientMiscBuffers();
4816
0
    g.GcCompactAll = false;
4817
4818
    // Closing the focused window restore focus to the first active root window in descending z-order
4819
0
    if (g.NavWindow && !g.NavWindow->WasActive)
4820
0
        FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild);
4821
4822
    // No window should be open at the beginning of the frame.
4823
    // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
4824
0
    g.CurrentWindowStack.resize(0);
4825
0
    g.BeginPopupStack.resize(0);
4826
0
    g.ItemFlagsStack.resize(0);
4827
0
    g.ItemFlagsStack.push_back(ImGuiItemFlags_None);
4828
0
    g.GroupStack.resize(0);
4829
4830
    // Docking
4831
0
    DockContextNewFrameUpdateDocking(&g);
4832
4833
    // [DEBUG] Update debug features
4834
0
    UpdateDebugToolItemPicker();
4835
0
    UpdateDebugToolStackQueries();
4836
0
    if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0)
4837
0
        g.DebugLocateId = 0;
4838
0
    if (g.DebugLogClipperAutoDisableFrames > 0 && --g.DebugLogClipperAutoDisableFrames == 0)
4839
0
    {
4840
0
        DebugLog("(Auto-disabled ImGuiDebugLogFlags_EventClipper to avoid spamming)\n");
4841
0
        g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper;
4842
0
    }
4843
4844
    // Create implicit/fallback window - which we will only render it if the user has added something to it.
4845
    // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
4846
    // This fallback is particularly important as it prevents ImGui:: calls from crashing.
4847
0
    g.WithinFrameScopeWithImplicitWindow = true;
4848
0
    SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
4849
0
    Begin("Debug##Default");
4850
0
    IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
4851
4852
    // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack,
4853
    // allowing to validate correct Begin/End behavior in user code.
4854
0
    if (g.IO.ConfigDebugBeginReturnValueLoop)
4855
0
        g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10);
4856
0
    else
4857
0
        g.DebugBeginReturnValueCullDepth = -1;
4858
4859
0
    CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
4860
0
}
4861
4862
// FIXME: Add a more explicit sort order in the window structure.
4863
static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
4864
0
{
4865
0
    const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;
4866
0
    const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;
4867
0
    if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
4868
0
        return d;
4869
0
    if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
4870
0
        return d;
4871
0
    return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
4872
0
}
4873
4874
static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
4875
0
{
4876
0
    out_sorted_windows->push_back(window);
4877
0
    if (window->Active)
4878
0
    {
4879
0
        int count = window->DC.ChildWindows.Size;
4880
0
        ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
4881
0
        for (int i = 0; i < count; i++)
4882
0
        {
4883
0
            ImGuiWindow* child = window->DC.ChildWindows[i];
4884
0
            if (child->Active)
4885
0
                AddWindowToSortBuffer(out_sorted_windows, child);
4886
0
        }
4887
0
    }
4888
0
}
4889
4890
static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)
4891
0
{
4892
0
    if (draw_list->CmdBuffer.Size == 0)
4893
0
        return;
4894
0
    if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL)
4895
0
        return;
4896
4897
    // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
4898
    // May trigger for you if you are using PrimXXX functions incorrectly.
4899
0
    IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
4900
0
    IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
4901
0
    if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset))
4902
0
        IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
4903
4904
    // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
4905
    // If this assert triggers because you are drawing lots of stuff manually:
4906
    // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
4907
    //   Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents.
4908
    // - If you want large meshes with more than 64K vertices, you can either:
4909
    //   (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
4910
    //       Most example backends already support this from 1.71. Pre-1.71 backends won't.
4911
    //       Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them.
4912
    //   (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
4913
    //       Most example backends already support this. For example, the OpenGL example code detect index size at compile-time:
4914
    //         glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
4915
    //       Your own engine or render API may use different parameters or function calls to specify index sizes.
4916
    //       2 and 4 bytes indices are generally supported by most graphics API.
4917
    // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching
4918
    //   the 64K limit to split your draw commands in multiple draw lists.
4919
0
    if (sizeof(ImDrawIdx) == 2)
4920
0
        IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
4921
4922
0
    out_list->push_back(draw_list);
4923
0
}
4924
4925
static void AddWindowToDrawData(ImGuiWindow* window, int layer)
4926
0
{
4927
0
    ImGuiContext& g = *GImGui;
4928
0
    ImGuiViewportP* viewport = window->Viewport;
4929
0
    g.IO.MetricsRenderWindows++;
4930
0
    if (window->Flags & ImGuiWindowFlags_DockNodeHost)
4931
0
        window->DrawList->ChannelsMerge();
4932
0
    AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList);
4933
0
    for (int i = 0; i < window->DC.ChildWindows.Size; i++)
4934
0
    {
4935
0
        ImGuiWindow* child = window->DC.ChildWindows[i];
4936
0
        if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active
4937
0
            AddWindowToDrawData(child, layer);
4938
0
    }
4939
0
}
4940
4941
static inline int GetWindowDisplayLayer(ImGuiWindow* window)
4942
0
{
4943
0
    return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
4944
0
}
4945
4946
// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
4947
static inline void AddRootWindowToDrawData(ImGuiWindow* window)
4948
0
{
4949
0
    AddWindowToDrawData(window, GetWindowDisplayLayer(window));
4950
0
}
4951
4952
void ImDrawDataBuilder::FlattenIntoSingleLayer()
4953
0
{
4954
0
    int n = Layers[0].Size;
4955
0
    int size = n;
4956
0
    for (int i = 1; i < IM_ARRAYSIZE(Layers); i++)
4957
0
        size += Layers[i].Size;
4958
0
    Layers[0].resize(size);
4959
0
    for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++)
4960
0
    {
4961
0
        ImVector<ImDrawList*>& layer = Layers[layer_n];
4962
0
        if (layer.empty())
4963
0
            continue;
4964
0
        memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));
4965
0
        n += layer.Size;
4966
0
        layer.resize(0);
4967
0
    }
4968
0
}
4969
4970
static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector<ImDrawList*>* draw_lists)
4971
0
{
4972
    // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode,
4973
    // and to allow applications/backends to easily skip rendering.
4974
    // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure.
4975
    // This is because the work has been done already, and its wasted! We should fix that and add optimizations for
4976
    // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline.
4977
0
    const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0;
4978
4979
0
    ImGuiIO& io = ImGui::GetIO();
4980
0
    ImDrawData* draw_data = &viewport->DrawDataP;
4981
0
    viewport->DrawData = draw_data; // Make publicly accessible
4982
0
    draw_data->Valid = true;
4983
0
    draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;
4984
0
    draw_data->CmdListsCount = draw_lists->Size;
4985
0
    draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
4986
0
    draw_data->DisplayPos = viewport->Pos;
4987
0
    draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size;
4988
0
    draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis?
4989
0
    draw_data->OwnerViewport = viewport;
4990
0
    for (int n = 0; n < draw_lists->Size; n++)
4991
0
    {
4992
0
        ImDrawList* draw_list = draw_lists->Data[n];
4993
0
        draw_list->_PopUnusedDrawCmd();
4994
0
        draw_data->TotalVtxCount += draw_list->VtxBuffer.Size;
4995
0
        draw_data->TotalIdxCount += draw_list->IdxBuffer.Size;
4996
0
    }
4997
0
}
4998
4999
// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
5000
// - When using this function it is sane to ensure that float are perfectly rounded to integer values,
5001
//   so that e.g. (int)(max.x-min.x) in user's render produce correct result.
5002
// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
5003
//   some frequently called functions which to modify both channels and clipping simultaneously tend to use the
5004
//   more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
5005
void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
5006
0
{
5007
0
    ImGuiWindow* window = GetCurrentWindow();
5008
0
    window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
5009
0
    window->ClipRect = window->DrawList->_ClipRectStack.back();
5010
0
}
5011
5012
void ImGui::PopClipRect()
5013
0
{
5014
0
    ImGuiWindow* window = GetCurrentWindow();
5015
0
    window->DrawList->PopClipRect();
5016
0
    window->ClipRect = window->DrawList->_ClipRectStack.back();
5017
0
}
5018
5019
static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window)
5020
0
{
5021
0
    for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--)
5022
0
        if (IsWindowActiveAndVisible(window->DC.ChildWindows[n]))
5023
0
            return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]);
5024
0
    return window;
5025
0
}
5026
5027
static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)
5028
0
{
5029
0
    if ((col & IM_COL32_A_MASK) == 0)
5030
0
        return;
5031
5032
0
    ImGuiViewportP* viewport = window->Viewport;
5033
0
    ImRect viewport_rect = viewport->GetMainRect();
5034
5035
    // Draw behind window by moving the draw command at the FRONT of the draw list
5036
0
    {
5037
        // We've already called AddWindowToDrawData() which called DrawList->ChannelsMerge() on DockNodeHost windows,
5038
        // and draw list have been trimmed already, hence the explicit recreation of a draw command if missing.
5039
        // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order.
5040
0
        ImDrawList* draw_list = window->RootWindowDockTree->DrawList;
5041
0
        if (draw_list->CmdBuffer.Size == 0)
5042
0
            draw_list->AddDrawCmd();
5043
0
        draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // Ensure ImDrawCmd are not merged
5044
0
        draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);
5045
0
        ImDrawCmd cmd = draw_list->CmdBuffer.back();
5046
0
        IM_ASSERT(cmd.ElemCount == 6);
5047
0
        draw_list->CmdBuffer.pop_back();
5048
0
        draw_list->CmdBuffer.push_front(cmd);
5049
0
        draw_list->PopClipRect();
5050
0
        draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.
5051
0
    }
5052
5053
    // Draw over sibling docking nodes in a same docking tree
5054
0
    if (window->RootWindow->DockIsActive)
5055
0
    {
5056
0
        ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList;
5057
0
        if (draw_list->CmdBuffer.Size == 0)
5058
0
            draw_list->AddDrawCmd();
5059
0
        draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false);
5060
0
        RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding);
5061
0
        draw_list->PopClipRect();
5062
0
    }
5063
0
}
5064
5065
ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)
5066
0
{
5067
0
    ImGuiContext& g = *GImGui;
5068
0
    ImGuiWindow* bottom_most_visible_window = parent_window;
5069
0
    for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--)
5070
0
    {
5071
0
        ImGuiWindow* window = g.Windows[i];
5072
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
5073
0
            continue;
5074
0
        if (!IsWindowWithinBeginStackOf(window, parent_window))
5075
0
            break;
5076
0
        if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window))
5077
0
            bottom_most_visible_window = window;
5078
0
    }
5079
0
    return bottom_most_visible_window;
5080
0
}
5081
5082
static void ImGui::RenderDimmedBackgrounds()
5083
0
{
5084
0
    ImGuiContext& g = *GImGui;
5085
0
    ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal();
5086
0
    if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
5087
0
        return;
5088
0
    const bool dim_bg_for_modal = (modal_window != NULL);
5089
0
    const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active);
5090
0
    if (!dim_bg_for_modal && !dim_bg_for_window_list)
5091
0
        return;
5092
5093
0
    ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL };
5094
0
    if (dim_bg_for_modal)
5095
0
    {
5096
        // Draw dimming behind modal or a begin stack child, whichever comes first in draw order.
5097
0
        ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);
5098
0
        RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio));
5099
0
        viewports_already_dimmed[0] = modal_window->Viewport;
5100
0
    }
5101
0
    else if (dim_bg_for_window_list)
5102
0
    {
5103
        // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window
5104
0
        RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5105
0
        if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport)
5106
0
            RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5107
0
        viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport;
5108
0
        viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL;
5109
5110
        // Draw border around CTRL+Tab target window
5111
0
        ImGuiWindow* window = g.NavWindowingTargetAnim;
5112
0
        ImGuiViewport* viewport = window->Viewport;
5113
0
        float distance = g.FontSize;
5114
0
        ImRect bb = window->Rect();
5115
0
        bb.Expand(distance);
5116
0
        if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y)
5117
0
            bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward
5118
0
        if (window->DrawList->CmdBuffer.Size == 0)
5119
0
            window->DrawList->AddDrawCmd();
5120
0
        window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
5121
0
        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
5122
0
        window->DrawList->PopClipRect();
5123
0
    }
5124
5125
    // Draw dimming background on _other_ viewports than the ones our windows are in
5126
0
    for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++)
5127
0
    {
5128
0
        ImGuiViewportP* viewport = g.Viewports[viewport_n];
5129
0
        if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1])
5130
0
            continue;
5131
0
        if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window))
5132
0
            continue;
5133
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
5134
0
        const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
5135
0
        draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col);
5136
0
    }
5137
0
}
5138
5139
// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.
5140
void ImGui::EndFrame()
5141
0
{
5142
0
    ImGuiContext& g = *GImGui;
5143
0
    IM_ASSERT(g.Initialized);
5144
5145
    // Don't process EndFrame() multiple times.
5146
0
    if (g.FrameCountEnded == g.FrameCount)
5147
0
        return;
5148
0
    IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?");
5149
5150
0
    CallContextHooks(&g, ImGuiContextHookType_EndFramePre);
5151
5152
0
    ErrorCheckEndFrameSanityChecks();
5153
5154
    // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
5155
0
    ImGuiPlatformImeData* ime_data = &g.PlatformImeData;
5156
0
    if (g.IO.SetPlatformImeDataFn && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
5157
0
    {
5158
0
        ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport);
5159
0
        IMGUI_DEBUG_LOG_IO("[io] Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);
5160
0
        if (viewport == NULL)
5161
0
            viewport = GetMainViewport();
5162
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5163
        if (viewport->PlatformHandleRaw == NULL && g.IO.ImeWindowHandle != NULL)
5164
        {
5165
            viewport->PlatformHandleRaw = g.IO.ImeWindowHandle;
5166
            g.IO.SetPlatformImeDataFn(viewport, ime_data);
5167
            viewport->PlatformHandleRaw = NULL;
5168
        }
5169
        else
5170
#endif
5171
0
        {
5172
0
            g.IO.SetPlatformImeDataFn(viewport, ime_data);
5173
0
        }
5174
0
    }
5175
5176
    // Hide implicit/fallback "Debug" window if it hasn't been used
5177
0
    g.WithinFrameScopeWithImplicitWindow = false;
5178
0
    if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
5179
0
        g.CurrentWindow->Active = false;
5180
0
    End();
5181
5182
    // Update navigation: CTRL+Tab, wrap-around requests
5183
0
    NavEndFrame();
5184
5185
    // Update docking
5186
0
    DockContextEndFrame(&g);
5187
5188
0
    SetCurrentViewport(NULL, NULL);
5189
5190
    // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
5191
0
    if (g.DragDropActive)
5192
0
    {
5193
0
        bool is_delivered = g.DragDropPayload.Delivery;
5194
0
        bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));
5195
0
        if (is_delivered || is_elapsed)
5196
0
            ClearDragDrop();
5197
0
    }
5198
5199
    // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.
5200
0
    if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
5201
0
    {
5202
0
        g.DragDropWithinSource = true;
5203
0
        SetTooltip("...");
5204
0
        g.DragDropWithinSource = false;
5205
0
    }
5206
5207
    // End frame
5208
0
    g.WithinFrameScope = false;
5209
0
    g.FrameCountEnded = g.FrameCount;
5210
5211
    // Initiate moving window + handle left-click and right-click focus
5212
0
    UpdateMouseMovingWindowEndFrame();
5213
5214
    // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
5215
0
    UpdateViewportsEndFrame();
5216
5217
    // Sort the window list so that all child windows are after their parent
5218
    // We cannot do that on FocusWindow() because children may not exist yet
5219
0
    g.WindowsTempSortBuffer.resize(0);
5220
0
    g.WindowsTempSortBuffer.reserve(g.Windows.Size);
5221
0
    for (int i = 0; i != g.Windows.Size; i++)
5222
0
    {
5223
0
        ImGuiWindow* window = g.Windows[i];
5224
0
        if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow))       // if a child is active its parent will add it
5225
0
            continue;
5226
0
        AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);
5227
0
    }
5228
5229
    // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
5230
0
    IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);
5231
0
    g.Windows.swap(g.WindowsTempSortBuffer);
5232
0
    g.IO.MetricsActiveWindows = g.WindowsActiveCount;
5233
5234
    // Unlock font atlas
5235
0
    g.IO.Fonts->Locked = false;
5236
5237
    // Clear Input data for next frame
5238
0
    g.IO.AppFocusLost = false;
5239
0
    g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
5240
0
    g.IO.InputQueueCharacters.resize(0);
5241
5242
0
    CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
5243
0
}
5244
5245
// Prepare the data for rendering so you can call GetDrawData()
5246
// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:
5247
// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
5248
void ImGui::Render()
5249
0
{
5250
0
    ImGuiContext& g = *GImGui;
5251
0
    IM_ASSERT(g.Initialized);
5252
5253
0
    if (g.FrameCountEnded != g.FrameCount)
5254
0
        EndFrame();
5255
0
    const bool first_render_of_frame = (g.FrameCountRendered != g.FrameCount);
5256
0
    g.FrameCountRendered = g.FrameCount;
5257
0
    g.IO.MetricsRenderWindows = 0;
5258
5259
0
    CallContextHooks(&g, ImGuiContextHookType_RenderPre);
5260
5261
    // Add background ImDrawList (for each active viewport)
5262
0
    for (int n = 0; n != g.Viewports.Size; n++)
5263
0
    {
5264
0
        ImGuiViewportP* viewport = g.Viewports[n];
5265
0
        viewport->DrawDataBuilder.Clear();
5266
0
        if (viewport->DrawLists[0] != NULL)
5267
0
            AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
5268
0
    }
5269
5270
    // Add ImDrawList to render
5271
0
    ImGuiWindow* windows_to_render_top_most[2];
5272
0
    windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL;
5273
0
    windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
5274
0
    for (int n = 0; n != g.Windows.Size; n++)
5275
0
    {
5276
0
        ImGuiWindow* window = g.Windows[n];
5277
0
        IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
5278
0
        if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])
5279
0
            AddRootWindowToDrawData(window);
5280
0
    }
5281
0
    for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)
5282
0
        if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
5283
0
            AddRootWindowToDrawData(windows_to_render_top_most[n]);
5284
5285
    // Draw modal/window whitening backgrounds
5286
0
    if (first_render_of_frame)
5287
0
        RenderDimmedBackgrounds();
5288
5289
    // Draw software mouse cursor if requested by io.MouseDrawCursor flag
5290
0
    if (g.IO.MouseDrawCursor && first_render_of_frame && g.MouseCursor != ImGuiMouseCursor_None)
5291
0
        RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
5292
5293
    // Setup ImDrawData structures for end-user
5294
0
    g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
5295
0
    for (int n = 0; n < g.Viewports.Size; n++)
5296
0
    {
5297
0
        ImGuiViewportP* viewport = g.Viewports[n];
5298
0
        viewport->DrawDataBuilder.FlattenIntoSingleLayer();
5299
5300
        // Add foreground ImDrawList (for each active viewport)
5301
0
        if (viewport->DrawLists[1] != NULL)
5302
0
            AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
5303
5304
0
        SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]);
5305
0
        ImDrawData* draw_data = viewport->DrawData;
5306
0
        g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
5307
0
        g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
5308
0
    }
5309
5310
0
    CallContextHooks(&g, ImGuiContextHookType_RenderPost);
5311
0
}
5312
5313
// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
5314
// CalcTextSize("") should return ImVec2(0.0f, g.FontSize)
5315
ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
5316
0
{
5317
0
    ImGuiContext& g = *GImGui;
5318
5319
0
    const char* text_display_end;
5320
0
    if (hide_text_after_double_hash)
5321
0
        text_display_end = FindRenderedTextEnd(text, text_end);      // Hide anything after a '##' string
5322
0
    else
5323
0
        text_display_end = text_end;
5324
5325
0
    ImFont* font = g.Font;
5326
0
    const float font_size = g.FontSize;
5327
0
    if (text == text_display_end)
5328
0
        return ImVec2(0.0f, font_size);
5329
0
    ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
5330
5331
    // Round
5332
    // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out.
5333
    // FIXME: Investigate using ceilf or e.g.
5334
    // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c
5335
    // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html
5336
0
    text_size.x = IM_FLOOR(text_size.x + 0.99999f);
5337
5338
0
    return text_size;
5339
0
}
5340
5341
// Find window given position, search front-to-back
5342
// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically
5343
// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
5344
// called, aka before the next Begin(). Moving window isn't affected.
5345
static void FindHoveredWindow()
5346
0
{
5347
0
    ImGuiContext& g = *GImGui;
5348
5349
    // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame)
5350
0
    ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL;
5351
0
    if (g.MovingWindow)
5352
0
        g.MovingWindow->Viewport = g.MouseViewport;
5353
5354
0
    ImGuiWindow* hovered_window = NULL;
5355
0
    ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
5356
0
    if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
5357
0
        hovered_window = g.MovingWindow;
5358
5359
0
    ImVec2 padding_regular = g.Style.TouchExtraPadding;
5360
0
    ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular;
5361
0
    for (int i = g.Windows.Size - 1; i >= 0; i--)
5362
0
    {
5363
0
        ImGuiWindow* window = g.Windows[i];
5364
0
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5365
0
        if (!window->Active || window->Hidden)
5366
0
            continue;
5367
0
        if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
5368
0
            continue;
5369
0
        IM_ASSERT(window->Viewport);
5370
0
        if (window->Viewport != g.MouseViewport)
5371
0
            continue;
5372
5373
        // Using the clipped AABB, a child window will typically be clipped by its parent (not always)
5374
0
        ImRect bb(window->OuterRectClipped);
5375
0
        if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize))
5376
0
            bb.Expand(padding_regular);
5377
0
        else
5378
0
            bb.Expand(padding_for_resize);
5379
0
        if (!bb.Contains(g.IO.MousePos))
5380
0
            continue;
5381
5382
        // Support for one rectangular hole in any given window
5383
        // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)
5384
0
        if (window->HitTestHoleSize.x != 0)
5385
0
        {
5386
0
            ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);
5387
0
            ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);
5388
0
            if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos))
5389
0
                continue;
5390
0
        }
5391
5392
0
        if (hovered_window == NULL)
5393
0
            hovered_window = window;
5394
0
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5395
0
        if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree))
5396
0
            hovered_window_ignoring_moving_window = window;
5397
0
        if (hovered_window && hovered_window_ignoring_moving_window)
5398
0
            break;
5399
0
    }
5400
5401
0
    g.HoveredWindow = hovered_window;
5402
0
    g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
5403
5404
0
    if (g.MovingWindow)
5405
0
        g.MovingWindow->Viewport = moving_window_viewport;
5406
0
}
5407
5408
bool ImGui::IsItemActive()
5409
0
{
5410
0
    ImGuiContext& g = *GImGui;
5411
0
    if (g.ActiveId)
5412
0
        return g.ActiveId == g.LastItemData.ID;
5413
0
    return false;
5414
0
}
5415
5416
bool ImGui::IsItemActivated()
5417
0
{
5418
0
    ImGuiContext& g = *GImGui;
5419
0
    if (g.ActiveId)
5420
0
        if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID)
5421
0
            return true;
5422
0
    return false;
5423
0
}
5424
5425
bool ImGui::IsItemDeactivated()
5426
0
{
5427
0
    ImGuiContext& g = *GImGui;
5428
0
    if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)
5429
0
        return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
5430
0
    return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID);
5431
0
}
5432
5433
bool ImGui::IsItemDeactivatedAfterEdit()
5434
0
{
5435
0
    ImGuiContext& g = *GImGui;
5436
0
    return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
5437
0
}
5438
5439
// == GetItemID() == GetFocusID()
5440
bool ImGui::IsItemFocused()
5441
0
{
5442
0
    ImGuiContext& g = *GImGui;
5443
0
    if (g.NavId != g.LastItemData.ID || g.NavId == 0)
5444
0
        return false;
5445
5446
    // Special handling for the dummy item after Begin() which represent the title bar or tab.
5447
    // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
5448
0
    ImGuiWindow* window = g.CurrentWindow;
5449
0
    if (g.LastItemData.ID == window->ID && window->WriteAccessed)
5450
0
        return false;
5451
5452
0
    return true;
5453
0
}
5454
5455
// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()!
5456
// Most widgets have specific reactions based on mouse-up/down state, mouse position etc.
5457
bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)
5458
0
{
5459
0
    return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
5460
0
}
5461
5462
bool ImGui::IsItemToggledOpen()
5463
0
{
5464
0
    ImGuiContext& g = *GImGui;
5465
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;
5466
0
}
5467
5468
bool ImGui::IsItemToggledSelection()
5469
0
{
5470
0
    ImGuiContext& g = *GImGui;
5471
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;
5472
0
}
5473
5474
bool ImGui::IsAnyItemHovered()
5475
0
{
5476
0
    ImGuiContext& g = *GImGui;
5477
0
    return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;
5478
0
}
5479
5480
bool ImGui::IsAnyItemActive()
5481
0
{
5482
0
    ImGuiContext& g = *GImGui;
5483
0
    return g.ActiveId != 0;
5484
0
}
5485
5486
bool ImGui::IsAnyItemFocused()
5487
0
{
5488
0
    ImGuiContext& g = *GImGui;
5489
0
    return g.NavId != 0 && !g.NavDisableHighlight;
5490
0
}
5491
5492
bool ImGui::IsItemVisible()
5493
0
{
5494
0
    ImGuiContext& g = *GImGui;
5495
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0;
5496
0
}
5497
5498
bool ImGui::IsItemEdited()
5499
0
{
5500
0
    ImGuiContext& g = *GImGui;
5501
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0;
5502
0
}
5503
5504
// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
5505
// FIXME: Although this is exposed, its interaction and ideal idiom with using ImGuiButtonFlags_AllowItemOverlap flag are extremely confusing, need rework.
5506
void ImGui::SetItemAllowOverlap()
5507
0
{
5508
0
    ImGuiContext& g = *GImGui;
5509
0
    ImGuiID id = g.LastItemData.ID;
5510
0
    if (g.HoveredId == id)
5511
0
        g.HoveredIdAllowOverlap = true;
5512
0
    if (g.ActiveId == id)
5513
0
        g.ActiveIdAllowOverlap = true;
5514
0
}
5515
5516
// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function.
5517
void ImGui::SetActiveIdUsingAllKeyboardKeys()
5518
0
{
5519
0
    ImGuiContext& g = *GImGui;
5520
0
    IM_ASSERT(g.ActiveId != 0);
5521
0
    g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1;
5522
0
    g.ActiveIdUsingAllKeyboardKeys = true;
5523
0
    NavMoveRequestCancel();
5524
0
}
5525
5526
ImGuiID ImGui::GetItemID()
5527
0
{
5528
0
    ImGuiContext& g = *GImGui;
5529
0
    return g.LastItemData.ID;
5530
0
}
5531
5532
ImVec2 ImGui::GetItemRectMin()
5533
0
{
5534
0
    ImGuiContext& g = *GImGui;
5535
0
    return g.LastItemData.Rect.Min;
5536
0
}
5537
5538
ImVec2 ImGui::GetItemRectMax()
5539
0
{
5540
0
    ImGuiContext& g = *GImGui;
5541
0
    return g.LastItemData.Rect.Max;
5542
0
}
5543
5544
ImVec2 ImGui::GetItemRectSize()
5545
0
{
5546
0
    ImGuiContext& g = *GImGui;
5547
0
    return g.LastItemData.Rect.GetSize();
5548
0
}
5549
5550
bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags)
5551
0
{
5552
0
    ImGuiContext& g = *GImGui;
5553
0
    ImGuiWindow* parent_window = g.CurrentWindow;
5554
5555
0
    flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoDocking;
5556
0
    flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove);  // Inherit the NoMove flag
5557
5558
    // Size
5559
0
    const ImVec2 content_avail = GetContentRegionAvail();
5560
0
    ImVec2 size = ImFloor(size_arg);
5561
0
    const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00);
5562
0
    if (size.x <= 0.0f)
5563
0
        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too many issues)
5564
0
    if (size.y <= 0.0f)
5565
0
        size.y = ImMax(content_avail.y + size.y, 4.0f);
5566
0
    SetNextWindowSize(size);
5567
5568
    // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.
5569
0
    const char* temp_window_name;
5570
0
    if (name)
5571
0
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id);
5572
0
    else
5573
0
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id);
5574
5575
0
    const float backup_border_size = g.Style.ChildBorderSize;
5576
0
    if (!border)
5577
0
        g.Style.ChildBorderSize = 0.0f;
5578
0
    bool ret = Begin(temp_window_name, NULL, flags);
5579
0
    g.Style.ChildBorderSize = backup_border_size;
5580
5581
0
    ImGuiWindow* child_window = g.CurrentWindow;
5582
0
    child_window->ChildId = id;
5583
0
    child_window->AutoFitChildAxises = (ImS8)auto_fit_axises;
5584
5585
    // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
5586
    // While this is not really documented/defined, it seems that the expected thing to do.
5587
0
    if (child_window->BeginCount == 1)
5588
0
        parent_window->DC.CursorPos = child_window->Pos;
5589
5590
    // Process navigation-in immediately so NavInit can run on first frame
5591
    // Can enter a child if (A) it has navigatable items or (B) it can be scrolled.
5592
0
    const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id);
5593
0
    if (g.ActiveId == temp_id_for_activation)
5594
0
        ClearActiveID();
5595
0
    if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY))
5596
0
    {
5597
0
        FocusWindow(child_window);
5598
0
        NavInitWindow(child_window, false);
5599
0
        SetActiveID(temp_id_for_activation, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item
5600
0
        g.ActiveIdSource = g.NavInputSource;
5601
0
    }
5602
0
    return ret;
5603
0
}
5604
5605
bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
5606
0
{
5607
0
    ImGuiWindow* window = GetCurrentWindow();
5608
0
    return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags);
5609
0
}
5610
5611
bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
5612
0
{
5613
0
    IM_ASSERT(id != 0);
5614
0
    return BeginChildEx(NULL, id, size_arg, border, extra_flags);
5615
0
}
5616
5617
void ImGui::EndChild()
5618
0
{
5619
0
    ImGuiContext& g = *GImGui;
5620
0
    ImGuiWindow* window = g.CurrentWindow;
5621
5622
0
    IM_ASSERT(g.WithinEndChild == false);
5623
0
    IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() calls
5624
5625
0
    g.WithinEndChild = true;
5626
0
    if (window->BeginCount > 1)
5627
0
    {
5628
0
        End();
5629
0
    }
5630
0
    else
5631
0
    {
5632
0
        ImVec2 sz = window->Size;
5633
0
        if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f
5634
0
            sz.x = ImMax(4.0f, sz.x);
5635
0
        if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y))
5636
0
            sz.y = ImMax(4.0f, sz.y);
5637
0
        End();
5638
5639
0
        ImGuiWindow* parent_window = g.CurrentWindow;
5640
0
        ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz);
5641
0
        ItemSize(sz);
5642
0
        if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavWindowHasScrollY) && !(window->Flags & ImGuiWindowFlags_NavFlattened))
5643
0
        {
5644
0
            ItemAdd(bb, window->ChildId);
5645
0
            RenderNavHighlight(bb, window->ChildId);
5646
5647
            // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)
5648
0
            if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow)
5649
0
                RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);
5650
0
        }
5651
0
        else
5652
0
        {
5653
            // Not navigable into
5654
0
            ItemAdd(bb, 0);
5655
5656
            // But when flattened we directly reach items, adjust active layer mask accordingly
5657
0
            if (window->Flags & ImGuiWindowFlags_NavFlattened)
5658
0
                parent_window->DC.NavLayersActiveMaskNext |= window->DC.NavLayersActiveMaskNext;
5659
0
        }
5660
0
        if (g.HoveredWindow == window)
5661
0
            g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
5662
0
    }
5663
0
    g.WithinEndChild = false;
5664
0
    g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
5665
0
}
5666
5667
// Helper to create a child window / scrolling region that looks like a normal widget frame.
5668
bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags)
5669
0
{
5670
0
    ImGuiContext& g = *GImGui;
5671
0
    const ImGuiStyle& style = g.Style;
5672
0
    PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
5673
0
    PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);
5674
0
    PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);
5675
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);
5676
0
    bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags);
5677
0
    PopStyleVar(3);
5678
0
    PopStyleColor();
5679
0
    return ret;
5680
0
}
5681
5682
void ImGui::EndChildFrame()
5683
0
{
5684
0
    EndChild();
5685
0
}
5686
5687
static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
5688
0
{
5689
0
    window->SetWindowPosAllowFlags       = enabled ? (window->SetWindowPosAllowFlags       | flags) : (window->SetWindowPosAllowFlags       & ~flags);
5690
0
    window->SetWindowSizeAllowFlags      = enabled ? (window->SetWindowSizeAllowFlags      | flags) : (window->SetWindowSizeAllowFlags      & ~flags);
5691
0
    window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
5692
0
    window->SetWindowDockAllowFlags      = enabled ? (window->SetWindowDockAllowFlags      | flags) : (window->SetWindowDockAllowFlags      & ~flags);
5693
0
}
5694
5695
ImGuiWindow* ImGui::FindWindowByID(ImGuiID id)
5696
0
{
5697
0
    ImGuiContext& g = *GImGui;
5698
0
    return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
5699
0
}
5700
5701
ImGuiWindow* ImGui::FindWindowByName(const char* name)
5702
0
{
5703
0
    ImGuiID id = ImHashStr(name);
5704
0
    return FindWindowByID(id);
5705
0
}
5706
5707
static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5708
0
{
5709
0
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5710
0
    window->ViewportPos = main_viewport->Pos;
5711
0
    if (settings->ViewportId)
5712
0
    {
5713
0
        window->ViewportId = settings->ViewportId;
5714
0
        window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y);
5715
0
    }
5716
0
    window->Pos = ImFloor(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y));
5717
0
    if (settings->Size.x > 0 && settings->Size.y > 0)
5718
0
        window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y));
5719
0
    window->Collapsed = settings->Collapsed;
5720
0
    window->DockId = settings->DockId;
5721
0
    window->DockOrder = settings->DockOrder;
5722
0
}
5723
5724
static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
5725
0
{
5726
0
    ImGuiContext& g = *GImGui;
5727
5728
0
    const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0);
5729
0
    const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;
5730
0
    if ((just_created || child_flag_changed) && !new_is_explicit_child)
5731
0
    {
5732
0
        IM_ASSERT(!g.WindowsFocusOrder.contains(window));
5733
0
        g.WindowsFocusOrder.push_back(window);
5734
0
        window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
5735
0
    }
5736
0
    else if (!just_created && child_flag_changed && new_is_explicit_child)
5737
0
    {
5738
0
        IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);
5739
0
        for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)
5740
0
            g.WindowsFocusOrder[n]->FocusOrder--;
5741
0
        g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);
5742
0
        window->FocusOrder = -1;
5743
0
    }
5744
0
    window->IsExplicitChild = new_is_explicit_child;
5745
0
}
5746
5747
static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5748
0
{
5749
    // Initial window state with e.g. default/arbitrary window position
5750
    // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
5751
0
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5752
0
    window->Pos = main_viewport->Pos + ImVec2(60, 60);
5753
0
    window->ViewportPos = main_viewport->Pos;
5754
0
    window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
5755
5756
0
    if (settings != NULL)
5757
0
    {
5758
0
        SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
5759
0
        ApplyWindowSettings(window, settings);
5760
0
    }
5761
0
    window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values
5762
5763
0
    if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
5764
0
    {
5765
0
        window->AutoFitFramesX = window->AutoFitFramesY = 2;
5766
0
        window->AutoFitOnlyGrows = false;
5767
0
    }
5768
0
    else
5769
0
    {
5770
0
        if (window->Size.x <= 0.0f)
5771
0
            window->AutoFitFramesX = 2;
5772
0
        if (window->Size.y <= 0.0f)
5773
0
            window->AutoFitFramesY = 2;
5774
0
        window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
5775
0
    }
5776
0
}
5777
5778
static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
5779
0
{
5780
    // Create window the first time
5781
    //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags);
5782
0
    ImGuiContext& g = *GImGui;
5783
0
    ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);
5784
0
    window->Flags = flags;
5785
0
    g.WindowsById.SetVoidPtr(window->ID, window);
5786
5787
0
    ImGuiWindowSettings* settings = NULL;
5788
0
    if (!(flags & ImGuiWindowFlags_NoSavedSettings))
5789
0
        if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0)
5790
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
5791
5792
0
    InitOrLoadWindowSettings(window, settings);
5793
5794
0
    if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
5795
0
        g.Windows.push_front(window); // Quite slow but rare and only once
5796
0
    else
5797
0
        g.Windows.push_back(window);
5798
5799
0
    return window;
5800
0
}
5801
5802
static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window)
5803
0
{
5804
0
    return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window;
5805
0
}
5806
5807
static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window)
5808
0
{
5809
0
    return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window;
5810
0
}
5811
5812
static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)
5813
0
{
5814
0
    ImGuiContext& g = *GImGui;
5815
0
    ImVec2 new_size = size_desired;
5816
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
5817
0
    {
5818
        // Using -1,-1 on either X/Y axis to preserve the current size.
5819
0
        ImRect cr = g.NextWindowData.SizeConstraintRect;
5820
0
        new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;
5821
0
        new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;
5822
0
        if (g.NextWindowData.SizeCallback)
5823
0
        {
5824
0
            ImGuiSizeCallbackData data;
5825
0
            data.UserData = g.NextWindowData.SizeCallbackUserData;
5826
0
            data.Pos = window->Pos;
5827
0
            data.CurrentSize = window->SizeFull;
5828
0
            data.DesiredSize = new_size;
5829
0
            g.NextWindowData.SizeCallback(&data);
5830
0
            new_size = data.DesiredSize;
5831
0
        }
5832
0
        new_size.x = IM_FLOOR(new_size.x);
5833
0
        new_size.y = IM_FLOOR(new_size.y);
5834
0
    }
5835
5836
    // Minimum size
5837
0
    if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))
5838
0
    {
5839
0
        ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window);
5840
0
        new_size = ImMax(new_size, g.Style.WindowMinSize);
5841
0
        const float minimum_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f);
5842
0
        new_size.y = ImMax(new_size.y, minimum_height); // Reduce artifacts with very small windows
5843
0
    }
5844
0
    return new_size;
5845
0
}
5846
5847
static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal)
5848
0
{
5849
0
    bool preserve_old_content_sizes = false;
5850
0
    if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
5851
0
        preserve_old_content_sizes = true;
5852
0
    else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)
5853
0
        preserve_old_content_sizes = true;
5854
0
    if (preserve_old_content_sizes)
5855
0
    {
5856
0
        *content_size_current = window->ContentSize;
5857
0
        *content_size_ideal = window->ContentSizeIdeal;
5858
0
        return;
5859
0
    }
5860
5861
0
    content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
5862
0
    content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
5863
0
    content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
5864
0
    content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
5865
0
}
5866
5867
static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
5868
0
{
5869
0
    ImGuiContext& g = *GImGui;
5870
0
    ImGuiStyle& style = g.Style;
5871
0
    const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x;
5872
0
    const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y;
5873
0
    ImVec2 size_pad = window->WindowPadding * 2.0f;
5874
0
    ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars);
5875
0
    if (window->Flags & ImGuiWindowFlags_Tooltip)
5876
0
    {
5877
        // Tooltip always resize
5878
0
        return size_desired;
5879
0
    }
5880
0
    else
5881
0
    {
5882
        // Maximum window size is determined by the viewport size or monitor size
5883
0
        const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0;
5884
0
        const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0;
5885
0
        ImVec2 size_min = style.WindowMinSize;
5886
0
        if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
5887
0
            size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));
5888
5889
0
        ImVec2 avail_size = window->Viewport->WorkSize;
5890
0
        if (window->ViewportOwned)
5891
0
            avail_size = ImVec2(FLT_MAX, FLT_MAX);
5892
0
        const int monitor_idx = window->ViewportAllowPlatformMonitorExtend;
5893
0
        if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
5894
0
            avail_size = g.PlatformIO.Monitors[monitor_idx].WorkSize;
5895
0
        ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f));
5896
5897
        // When the window cannot fit all contents (either because of constraints, either because screen is too small),
5898
        // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
5899
0
        ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
5900
0
        bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x  && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
5901
0
        bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
5902
0
        if (will_have_scrollbar_x)
5903
0
            size_auto_fit.y += style.ScrollbarSize;
5904
0
        if (will_have_scrollbar_y)
5905
0
            size_auto_fit.x += style.ScrollbarSize;
5906
0
        return size_auto_fit;
5907
0
    }
5908
0
}
5909
5910
ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)
5911
0
{
5912
0
    ImVec2 size_contents_current;
5913
0
    ImVec2 size_contents_ideal;
5914
0
    CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal);
5915
0
    ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal);
5916
0
    ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);
5917
0
    return size_final;
5918
0
}
5919
5920
static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)
5921
0
{
5922
0
    if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
5923
0
        return ImGuiCol_PopupBg;
5924
0
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive)
5925
0
        return ImGuiCol_ChildBg;
5926
0
    return ImGuiCol_WindowBg;
5927
0
}
5928
5929
static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
5930
0
{
5931
0
    ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm);                // Expected window upper-left
5932
0
    ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
5933
0
    ImVec2 size_expected = pos_max - pos_min;
5934
0
    ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);
5935
0
    *out_pos = pos_min;
5936
0
    if (corner_norm.x == 0.0f)
5937
0
        out_pos->x -= (size_constrained.x - size_expected.x);
5938
0
    if (corner_norm.y == 0.0f)
5939
0
        out_pos->y -= (size_constrained.y - size_expected.y);
5940
0
    *out_size = size_constrained;
5941
0
}
5942
5943
// Data for resizing from corner
5944
struct ImGuiResizeGripDef
5945
{
5946
    ImVec2  CornerPosN;
5947
    ImVec2  InnerDir;
5948
    int     AngleMin12, AngleMax12;
5949
};
5950
static const ImGuiResizeGripDef resize_grip_def[4] =
5951
{
5952
    { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 },  // Lower-right
5953
    { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 },  // Lower-left
5954
    { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 },  // Upper-left (Unused)
5955
    { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }  // Upper-right (Unused)
5956
};
5957
5958
// Data for resizing from borders
5959
struct ImGuiResizeBorderDef
5960
{
5961
    ImVec2 InnerDir;
5962
    ImVec2 SegmentN1, SegmentN2;
5963
    float  OuterAngle;
5964
};
5965
static const ImGuiResizeBorderDef resize_border_def[4] =
5966
{
5967
    { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left
5968
    { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right
5969
    { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up
5970
    { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }  // Down
5971
};
5972
5973
static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
5974
0
{
5975
0
    ImRect rect = window->Rect();
5976
0
    if (thickness == 0.0f)
5977
0
        rect.Max -= ImVec2(1, 1);
5978
0
    if (border_n == ImGuiDir_Left)  { return ImRect(rect.Min.x - thickness,    rect.Min.y + perp_padding, rect.Min.x + thickness,    rect.Max.y - perp_padding); }
5979
0
    if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness,    rect.Min.y + perp_padding, rect.Max.x + thickness,    rect.Max.y - perp_padding); }
5980
0
    if (border_n == ImGuiDir_Up)    { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness,    rect.Max.x - perp_padding, rect.Min.y + thickness);    }
5981
0
    if (border_n == ImGuiDir_Down)  { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness,    rect.Max.x - perp_padding, rect.Max.y + thickness);    }
5982
0
    IM_ASSERT(0);
5983
0
    return ImRect();
5984
0
}
5985
5986
// 0..3: corners (Lower-right, Lower-left, Unused, Unused)
5987
ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)
5988
0
{
5989
0
    IM_ASSERT(n >= 0 && n < 4);
5990
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
5991
0
    id = ImHashStr("#RESIZE", 0, id);
5992
0
    id = ImHashData(&n, sizeof(int), id);
5993
0
    return id;
5994
0
}
5995
5996
// Borders (Left, Right, Up, Down)
5997
ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)
5998
0
{
5999
0
    IM_ASSERT(dir >= 0 && dir < 4);
6000
0
    int n = (int)dir + 4;
6001
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
6002
0
    id = ImHashStr("#RESIZE", 0, id);
6003
0
    id = ImHashData(&n, sizeof(int), id);
6004
0
    return id;
6005
0
}
6006
6007
// Handle resize for: Resize Grips, Borders, Gamepad
6008
// Return true when using auto-fit (double-click on resize grip)
6009
static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)
6010
0
{
6011
0
    ImGuiContext& g = *GImGui;
6012
0
    ImGuiWindowFlags flags = window->Flags;
6013
6014
0
    if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
6015
0
        return false;
6016
0
    if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window.
6017
0
        return false;
6018
6019
0
    bool ret_auto_fit = false;
6020
0
    const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0;
6021
0
    const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
6022
0
    const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f);
6023
0
    const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;
6024
6025
0
    ImRect clamp_rect = visibility_rect;
6026
0
    const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar);
6027
0
    if (window_move_from_title_bar)
6028
0
        clamp_rect.Min.y -= window->TitleBarHeight();
6029
6030
0
    ImVec2 pos_target(FLT_MAX, FLT_MAX);
6031
0
    ImVec2 size_target(FLT_MAX, FLT_MAX);
6032
6033
    // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time).
6034
    // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits.
6035
    //   This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it.
6036
    // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow.
6037
    // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold).
6038
    // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup.
6039
0
    const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration);
6040
0
    if (clip_with_viewport_rect)
6041
0
        window->ClipRect = window->Viewport->GetMainRect();
6042
6043
    // Resize grips and borders are on layer 1
6044
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6045
6046
    // Manual resize grips
6047
0
    PushID("#RESIZE");
6048
0
    for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6049
0
    {
6050
0
        const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n];
6051
0
        const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN);
6052
6053
        // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
6054
0
        bool hovered, held;
6055
0
        ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size);
6056
0
        if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
6057
0
        if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
6058
0
        ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()
6059
0
        ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav);
6060
0
        ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6061
        //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
6062
0
        if (hovered || held)
6063
0
            g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
6064
6065
0
        if (held && g.IO.MouseClickedCount[0] == 2 && resize_grip_n == 0)
6066
0
        {
6067
            // Manual auto-fit when double-clicking
6068
0
            size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6069
0
            ret_auto_fit = true;
6070
0
            ClearActiveID();
6071
0
        }
6072
0
        else if (held)
6073
0
        {
6074
            // Resize from any of the four corners
6075
            // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
6076
0
            ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? clamp_rect.Min.x : -FLT_MAX, (def.CornerPosN.y == 1.0f || (def.CornerPosN.y == 0.0f && window_move_from_title_bar)) ? clamp_rect.Min.y : -FLT_MAX);
6077
0
            ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? clamp_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? clamp_rect.Max.y : +FLT_MAX);
6078
0
            ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip
6079
0
            corner_target = ImClamp(corner_target, clamp_min, clamp_max);
6080
0
            CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target);
6081
0
        }
6082
6083
        // Only lower-left grip is visible before hovering/activating
6084
0
        if (resize_grip_n == 0 || held || hovered)
6085
0
            resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
6086
0
    }
6087
0
    for (int border_n = 0; border_n < resize_border_count; border_n++)
6088
0
    {
6089
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_n];
6090
0
        const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
6091
6092
0
        bool hovered, held;
6093
0
        ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
6094
0
        ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()
6095
0
        ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav);
6096
0
        ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6097
        //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
6098
0
        if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)
6099
0
        {
6100
0
            g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
6101
0
            if (held)
6102
0
                *border_held = border_n;
6103
0
        }
6104
0
        if (held)
6105
0
        {
6106
0
            ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX);
6107
0
            ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX);
6108
0
            ImVec2 border_target = window->Pos;
6109
0
            border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING;
6110
0
            border_target = ImClamp(border_target, clamp_min, clamp_max);
6111
0
            CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target);
6112
0
        }
6113
0
    }
6114
0
    PopID();
6115
6116
    // Restore nav layer
6117
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6118
6119
    // Navigation resize (keyboard/gamepad)
6120
    // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user.
6121
    // Not even sure the callback works here.
6122
0
    if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window)
6123
0
    {
6124
0
        ImVec2 nav_resize_dir;
6125
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
6126
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
6127
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
6128
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown);
6129
0
        if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f)
6130
0
        {
6131
0
            const float NAV_RESIZE_SPEED = 600.0f;
6132
0
            const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y);
6133
0
            g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step;
6134
0
            g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size
6135
0
            g.NavWindowingToggleLayer = false;
6136
0
            g.NavDisableMouseHover = true;
6137
0
            resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
6138
0
            ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaSize);
6139
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
6140
0
            {
6141
                // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
6142
0
                size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored);
6143
0
                g.NavWindowingAccumDeltaSize -= accum_floored;
6144
0
            }
6145
0
        }
6146
0
    }
6147
6148
    // Apply back modified position/size to window
6149
0
    if (size_target.x != FLT_MAX)
6150
0
    {
6151
0
        window->SizeFull = size_target;
6152
0
        MarkIniSettingsDirty(window);
6153
0
    }
6154
0
    if (pos_target.x != FLT_MAX)
6155
0
    {
6156
0
        window->Pos = ImFloor(pos_target);
6157
0
        MarkIniSettingsDirty(window);
6158
0
    }
6159
6160
0
    window->Size = window->SizeFull;
6161
0
    return ret_auto_fit;
6162
0
}
6163
6164
static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect)
6165
0
{
6166
0
    ImGuiContext& g = *GImGui;
6167
0
    ImVec2 size_for_clamping = window->Size;
6168
0
    if (g.IO.ConfigWindowsMoveFromTitleBarOnly && (!(window->Flags & ImGuiWindowFlags_NoTitleBar) || window->DockNodeAsHost))
6169
0
        size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here.
6170
0
    window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
6171
0
}
6172
6173
static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
6174
0
{
6175
0
    ImGuiContext& g = *GImGui;
6176
0
    float rounding = window->WindowRounding;
6177
0
    float border_size = window->WindowBorderSize;
6178
0
    if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground))
6179
0
        window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
6180
6181
0
    int border_held = window->ResizeBorderHeld;
6182
0
    if (border_held != -1)
6183
0
    {
6184
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_held];
6185
0
        ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f);
6186
0
        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);
6187
0
        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
6188
0
        window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual
6189
0
    }
6190
0
    if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6191
0
    {
6192
0
        float y = window->Pos.y + window->TitleBarHeight() - 1;
6193
0
        window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize);
6194
0
    }
6195
0
}
6196
6197
// Draw background and borders
6198
// Draw and handle scrollbars
6199
void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
6200
0
{
6201
0
    ImGuiContext& g = *GImGui;
6202
0
    ImGuiStyle& style = g.Style;
6203
0
    ImGuiWindowFlags flags = window->Flags;
6204
6205
    // Ensure that ScrollBar doesn't read last frame's SkipItems
6206
0
    IM_ASSERT(window->BeginCount == 0);
6207
0
    window->SkipItems = false;
6208
6209
    // Draw window + handle manual resize
6210
    // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame.
6211
0
    const float window_rounding = window->WindowRounding;
6212
0
    const float window_border_size = window->WindowBorderSize;
6213
0
    if (window->Collapsed)
6214
0
    {
6215
        // Title bar only
6216
0
        const float backup_border_size = style.FrameBorderSize;
6217
0
        g.Style.FrameBorderSize = window->WindowBorderSize;
6218
0
        ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
6219
0
        if (window->ViewportOwned)
6220
0
            title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse)
6221
0
        RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
6222
0
        g.Style.FrameBorderSize = backup_border_size;
6223
0
    }
6224
0
    else
6225
0
    {
6226
        // Window background
6227
0
        if (!(flags & ImGuiWindowFlags_NoBackground))
6228
0
        {
6229
0
            bool is_docking_transparent_payload = false;
6230
0
            if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload)
6231
0
                if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window)
6232
0
                    is_docking_transparent_payload = true;
6233
6234
0
            ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
6235
0
            if (window->ViewportOwned)
6236
0
            {
6237
0
                bg_col |= IM_COL32_A_MASK; // No alpha
6238
0
                if (is_docking_transparent_payload)
6239
0
                    window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA;
6240
0
            }
6241
0
            else
6242
0
            {
6243
                // Adjust alpha. For docking
6244
0
                bool override_alpha = false;
6245
0
                float alpha = 1.0f;
6246
0
                if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
6247
0
                {
6248
0
                    alpha = g.NextWindowData.BgAlphaVal;
6249
0
                    override_alpha = true;
6250
0
                }
6251
0
                if (is_docking_transparent_payload)
6252
0
                {
6253
0
                    alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override?
6254
0
                    override_alpha = true;
6255
0
                }
6256
0
                if (override_alpha)
6257
0
                    bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
6258
0
            }
6259
6260
            // Render, for docked windows and host windows we ensure bg goes before decorations
6261
0
            if (window->DockIsActive)
6262
0
                window->DockNode->LastBgColor = bg_col;
6263
0
            ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList;
6264
0
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6265
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
6266
0
            bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
6267
0
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6268
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
6269
0
        }
6270
0
        if (window->DockIsActive)
6271
0
            window->DockNode->IsBgDrawnThisFrame = true;
6272
6273
        // Title bar
6274
        // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag,
6275
        // in order for their pos/size to be matching their undocking state.)
6276
0
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6277
0
        {
6278
0
            ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
6279
0
            window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);
6280
0
        }
6281
6282
        // Menu bar
6283
0
        if (flags & ImGuiWindowFlags_MenuBar)
6284
0
        {
6285
0
            ImRect menu_bar_rect = window->MenuBarRect();
6286
0
            menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
6287
0
            window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
6288
0
            if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
6289
0
                window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
6290
0
        }
6291
6292
        // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock
6293
0
        ImGuiDockNode* node = window->DockNode;
6294
0
        if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar())
6295
0
        {
6296
0
            float unhide_sz_draw = ImFloor(g.FontSize * 0.70f);
6297
0
            float unhide_sz_hit = ImFloor(g.FontSize * 0.55f);
6298
0
            ImVec2 p = node->Pos;
6299
0
            ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit));
6300
0
            ImGuiID unhide_id = window->GetID("#UNHIDE");
6301
0
            KeepAliveID(unhide_id);
6302
0
            bool hovered, held;
6303
0
            if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren))
6304
0
                node->WantHiddenTabBarToggle = true;
6305
0
            else if (held && IsMouseDragging(0))
6306
0
                StartMouseMovingWindowOrNode(window, node, true);
6307
6308
            // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size..
6309
0
            ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
6310
0
            window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col);
6311
0
        }
6312
6313
        // Scrollbars
6314
0
        if (window->ScrollbarX)
6315
0
            Scrollbar(ImGuiAxis_X);
6316
0
        if (window->ScrollbarY)
6317
0
            Scrollbar(ImGuiAxis_Y);
6318
6319
        // Render resize grips (after their input handling so we don't have a frame of latency)
6320
0
        if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize))
6321
0
        {
6322
0
            for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6323
0
            {
6324
0
                const ImU32 col = resize_grip_col[resize_grip_n];
6325
0
                if ((col & IM_COL32_A_MASK) == 0)
6326
0
                    continue;
6327
0
                const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
6328
0
                const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
6329
0
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));
6330
0
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));
6331
0
                window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
6332
0
                window->DrawList->PathFillConvex(col);
6333
0
            }
6334
0
        }
6335
6336
        // Borders (for dock node host they will be rendered over after the tab bar)
6337
0
        if (handle_borders_and_resize_grips && !window->DockNodeAsHost)
6338
0
            RenderWindowOuterBorders(window);
6339
0
    }
6340
0
}
6341
6342
// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead.
6343
// Render title text, collapse button, close button
6344
void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
6345
0
{
6346
0
    ImGuiContext& g = *GImGui;
6347
0
    ImGuiStyle& style = g.Style;
6348
0
    ImGuiWindowFlags flags = window->Flags;
6349
6350
0
    const bool has_close_button = (p_open != NULL);
6351
0
    const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);
6352
6353
    // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
6354
    // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref?
6355
0
    const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;
6356
0
    g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
6357
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6358
6359
    // Layout buttons
6360
    // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.
6361
0
    float pad_l = style.FramePadding.x;
6362
0
    float pad_r = style.FramePadding.x;
6363
0
    float button_sz = g.FontSize;
6364
0
    ImVec2 close_button_pos;
6365
0
    ImVec2 collapse_button_pos;
6366
0
    if (has_close_button)
6367
0
    {
6368
0
        pad_r += button_sz;
6369
0
        close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);
6370
0
    }
6371
0
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)
6372
0
    {
6373
0
        pad_r += button_sz;
6374
0
        collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);
6375
0
    }
6376
0
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)
6377
0
    {
6378
0
        collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y);
6379
0
        pad_l += button_sz;
6380
0
    }
6381
6382
    // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
6383
0
    if (has_collapse_button)
6384
0
        if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL))
6385
0
            window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function
6386
6387
    // Close button
6388
0
    if (has_close_button)
6389
0
        if (CloseButton(window->GetID("#CLOSE"), close_button_pos))
6390
0
            *p_open = false;
6391
6392
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6393
0
    g.CurrentItemFlags = item_flags_backup;
6394
6395
    // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
6396
    // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..
6397
0
    const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f;
6398
0
    const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
6399
6400
    // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,
6401
    // while uncentered title text will still reach edges correctly.
6402
0
    if (pad_l > style.FramePadding.x)
6403
0
        pad_l += g.Style.ItemInnerSpacing.x;
6404
0
    if (pad_r > style.FramePadding.x)
6405
0
        pad_r += g.Style.ItemInnerSpacing.x;
6406
0
    if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)
6407
0
    {
6408
0
        float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center
6409
0
        float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);
6410
0
        pad_l = ImMax(pad_l, pad_extend * centerness);
6411
0
        pad_r = ImMax(pad_r, pad_extend * centerness);
6412
0
    }
6413
6414
0
    ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);
6415
0
    ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y);
6416
0
    if (flags & ImGuiWindowFlags_UnsavedDocument)
6417
0
    {
6418
0
        ImVec2 marker_pos;
6419
0
        marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x);
6420
0
        marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f;
6421
0
        if (marker_pos.x > layout_r.Min.x)
6422
0
        {
6423
0
            RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text));
6424
0
            clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f));
6425
0
        }
6426
0
    }
6427
    //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6428
    //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6429
0
    RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);
6430
0
}
6431
6432
void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
6433
0
{
6434
0
    window->ParentWindow = parent_window;
6435
0
    window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
6436
0
    if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
6437
0
    {
6438
0
        window->RootWindowDockTree = parent_window->RootWindowDockTree;
6439
0
        if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost))
6440
0
            window->RootWindow = parent_window->RootWindow;
6441
0
    }
6442
0
    if (parent_window && (flags & ImGuiWindowFlags_Popup))
6443
0
        window->RootWindowPopupTree = parent_window->RootWindowPopupTree;
6444
0
    if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ?
6445
0
        window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
6446
0
    while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
6447
0
    {
6448
0
        IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);
6449
0
        window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
6450
0
    }
6451
0
}
6452
6453
// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
6454
// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
6455
// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
6456
// - Window             // FindBlockingModal() returns Modal1
6457
//   - Window           //                  .. returns Modal1
6458
//   - Modal1           //                  .. returns Modal2
6459
//      - Window        //                  .. returns Modal2
6460
//          - Window    //                  .. returns Modal2
6461
//          - Modal2    //                  .. returns Modal2
6462
// Notes:
6463
// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL.
6464
//   Only difference is here we check for ->Active/WasActive but it may be unecessary.
6465
ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
6466
0
{
6467
0
    ImGuiContext& g = *GImGui;
6468
0
    if (g.OpenPopupStack.Size <= 0)
6469
0
        return NULL;
6470
6471
    // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.
6472
0
    for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
6473
0
    {
6474
0
        ImGuiWindow* popup_window = g.OpenPopupStack.Data[i].Window;
6475
0
        if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))
6476
0
            continue;
6477
0
        if (!popup_window->Active && !popup_window->WasActive)      // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.
6478
0
            continue;
6479
0
        if (window == NULL)                                         // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click.
6480
0
            return popup_window;
6481
0
        if (IsWindowWithinBeginStackOf(window, popup_window))       // Window is rendered over last modal, no render order change needed.
6482
0
            break;
6483
0
        for (ImGuiWindow* parent = popup_window->ParentWindowInBeginStack->RootWindow; parent != NULL; parent = parent->ParentWindowInBeginStack->RootWindow)
6484
0
            if (IsWindowWithinBeginStackOf(window, parent))
6485
0
                return popup_window;                                // Place window above its begin stack parent.
6486
0
    }
6487
0
    return NULL;
6488
0
}
6489
6490
// Push a new Dear ImGui window to add widgets to.
6491
// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
6492
// - Begin/End can be called multiple times during the frame with the same window name to append content.
6493
// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
6494
//   You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.
6495
// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
6496
// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
6497
bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
6498
0
{
6499
0
    ImGuiContext& g = *GImGui;
6500
0
    const ImGuiStyle& style = g.Style;
6501
0
    IM_ASSERT(name != NULL && name[0] != '\0');     // Window name required
6502
0
    IM_ASSERT(g.WithinFrameScope);                  // Forgot to call ImGui::NewFrame()
6503
0
    IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
6504
6505
    // Find or create
6506
0
    ImGuiWindow* window = FindWindowByName(name);
6507
0
    const bool window_just_created = (window == NULL);
6508
0
    if (window_just_created)
6509
0
        window = CreateNewWindow(name, flags);
6510
6511
    // Automatically disable manual moving/resizing when NoInputs is set
6512
0
    if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
6513
0
        flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
6514
6515
0
    if (flags & ImGuiWindowFlags_NavFlattened)
6516
0
        IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
6517
6518
0
    const int current_frame = g.FrameCount;
6519
0
    const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
6520
0
    window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
6521
6522
    // Update the Appearing flag (note: the BeginDocked() path may also set this to true later)
6523
0
    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
6524
0
    if (flags & ImGuiWindowFlags_Popup)
6525
0
    {
6526
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6527
0
        window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
6528
0
        window_just_activated_by_user |= (window != popup_ref.Window);
6529
0
    }
6530
6531
    // Update Flags, LastFrameActive, BeginOrderXXX fields
6532
0
    const bool window_was_appearing = window->Appearing;
6533
0
    if (first_begin_of_the_frame)
6534
0
    {
6535
0
        UpdateWindowInFocusOrderList(window, window_just_created, flags);
6536
0
        window->Appearing = window_just_activated_by_user;
6537
0
        if (window->Appearing)
6538
0
            SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6539
0
        window->FlagsPreviousFrame = window->Flags;
6540
0
        window->Flags = (ImGuiWindowFlags)flags;
6541
0
        window->LastFrameActive = current_frame;
6542
0
        window->LastTimeActive = (float)g.Time;
6543
0
        window->BeginOrderWithinParent = 0;
6544
0
        window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
6545
0
    }
6546
0
    else
6547
0
    {
6548
0
        flags = window->Flags;
6549
0
    }
6550
6551
    // Docking
6552
    // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1)
6553
0
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both
6554
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock)
6555
0
        SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond);
6556
0
    if (first_begin_of_the_frame)
6557
0
    {
6558
0
        bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL);
6559
0
        bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window);
6560
0
        bool dock_node_was_visible = window->DockNodeIsVisible;
6561
0
        bool dock_tab_was_visible = window->DockTabIsVisible;
6562
0
        if (has_dock_node || new_auto_dock_node)
6563
0
        {
6564
0
            BeginDocked(window, p_open);
6565
0
            flags = window->Flags;
6566
0
            if (window->DockIsActive)
6567
0
            {
6568
0
                IM_ASSERT(window->DockNode != NULL);
6569
0
                g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints
6570
0
            }
6571
6572
            // Amend the Appearing flag
6573
0
            if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing)
6574
0
            {
6575
0
                window->Appearing = true;
6576
0
                SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6577
0
            }
6578
0
        }
6579
0
        else
6580
0
        {
6581
0
            window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
6582
0
        }
6583
0
    }
6584
6585
    // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
6586
0
    ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
6587
0
    ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
6588
0
    IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
6589
6590
    // We allow window memory to be compacted so recreate the base stack when needed.
6591
0
    if (window->IDStack.Size == 0)
6592
0
        window->IDStack.push_back(window->ID);
6593
6594
    // Add to stack
6595
    // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
6596
0
    g.CurrentWindow = window;
6597
0
    ImGuiWindowStackData window_stack_data;
6598
0
    window_stack_data.Window = window;
6599
0
    window_stack_data.ParentLastItemDataBackup = g.LastItemData;
6600
0
    window_stack_data.StackSizesOnBegin.SetToContextState(&g);
6601
0
    g.CurrentWindowStack.push_back(window_stack_data);
6602
0
    if (flags & ImGuiWindowFlags_ChildMenu)
6603
0
        g.BeginMenuCount++;
6604
6605
    // Update ->RootWindow and others pointers (before any possible call to FocusWindow)
6606
0
    if (first_begin_of_the_frame)
6607
0
    {
6608
0
        UpdateWindowParentAndRootLinks(window, flags, parent_window);
6609
0
        window->ParentWindowInBeginStack = parent_window_in_stack;
6610
0
    }
6611
6612
    // Add to focus scope stack
6613
0
    PushFocusScope(window->ID);
6614
0
    window->NavRootFocusScopeId = g.CurrentFocusScopeId;
6615
0
    g.CurrentWindow = NULL;
6616
6617
    // Add to popup stack
6618
0
    if (flags & ImGuiWindowFlags_Popup)
6619
0
    {
6620
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6621
0
        popup_ref.Window = window;
6622
0
        popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent;
6623
0
        g.BeginPopupStack.push_back(popup_ref);
6624
0
        window->PopupId = popup_ref.PopupId;
6625
0
    }
6626
6627
    // Process SetNextWindow***() calls
6628
    // (FIXME: Consider splitting the HasXXX flags into X/Y components
6629
0
    bool window_pos_set_by_api = false;
6630
0
    bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
6631
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)
6632
0
    {
6633
0
        window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;
6634
0
        if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)
6635
0
        {
6636
            // May be processed on the next frame if this is our first frame and we are measuring size
6637
            // FIXME: Look into removing the branch so everything can go through this same code path for consistency.
6638
0
            window->SetWindowPosVal = g.NextWindowData.PosVal;
6639
0
            window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;
6640
0
            window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
6641
0
        }
6642
0
        else
6643
0
        {
6644
0
            SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
6645
0
        }
6646
0
    }
6647
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)
6648
0
    {
6649
0
        window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);
6650
0
        window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
6651
0
        SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
6652
0
    }
6653
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)
6654
0
    {
6655
0
        if (g.NextWindowData.ScrollVal.x >= 0.0f)
6656
0
        {
6657
0
            window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;
6658
0
            window->ScrollTargetCenterRatio.x = 0.0f;
6659
0
        }
6660
0
        if (g.NextWindowData.ScrollVal.y >= 0.0f)
6661
0
        {
6662
0
            window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;
6663
0
            window->ScrollTargetCenterRatio.y = 0.0f;
6664
0
        }
6665
0
    }
6666
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)
6667
0
        window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;
6668
0
    else if (first_begin_of_the_frame)
6669
0
        window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);
6670
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass)
6671
0
        window->WindowClass = g.NextWindowData.WindowClass;
6672
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)
6673
0
        SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
6674
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)
6675
0
        FocusWindow(window);
6676
0
    if (window->Appearing)
6677
0
        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
6678
6679
    // When reusing window again multiple times a frame, just append content (don't need to setup again)
6680
0
    if (first_begin_of_the_frame)
6681
0
    {
6682
        // Initialize
6683
0
        const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
6684
0
        const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
6685
0
        window->Active = true;
6686
0
        window->HasCloseButton = (p_open != NULL);
6687
0
        window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
6688
0
        window->IDStack.resize(1);
6689
0
        window->DrawList->_ResetForNewFrame();
6690
0
        window->DC.CurrentTableIdx = -1;
6691
0
        if (flags & ImGuiWindowFlags_DockNodeHost)
6692
0
        {
6693
0
            window->DrawList->ChannelsSplit(2);
6694
0
            window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later
6695
0
        }
6696
6697
        // Restore buffer capacity when woken from a compacted state, to avoid
6698
0
        if (window->MemoryCompacted)
6699
0
            GcAwakeTransientWindowBuffers(window);
6700
6701
        // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
6702
        // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
6703
0
        bool window_title_visible_elsewhere = false;
6704
0
        if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive))
6705
0
            window_title_visible_elsewhere = true;
6706
0
        else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using CTRL+TAB
6707
0
            window_title_visible_elsewhere = true;
6708
0
        if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
6709
0
        {
6710
0
            size_t buf_len = (size_t)window->NameBufLen;
6711
0
            window->Name = ImStrdupcpy(window->Name, &buf_len, name);
6712
0
            window->NameBufLen = (int)buf_len;
6713
0
        }
6714
6715
        // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
6716
6717
        // Update contents size from last frame for auto-fitting (or use explicit size)
6718
0
        CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);
6719
6720
        // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors
6721
        // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because
6722
        // it has a single usage before this code block and may be set below before it is finally checked.
6723
0
        if (window->HiddenFramesCanSkipItems > 0)
6724
0
            window->HiddenFramesCanSkipItems--;
6725
0
        if (window->HiddenFramesCannotSkipItems > 0)
6726
0
            window->HiddenFramesCannotSkipItems--;
6727
0
        if (window->HiddenFramesForRenderOnly > 0)
6728
0
            window->HiddenFramesForRenderOnly--;
6729
6730
        // Hide new windows for one frame until they calculate their size
6731
0
        if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
6732
0
            window->HiddenFramesCannotSkipItems = 1;
6733
6734
        // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
6735
        // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
6736
0
        if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
6737
0
        {
6738
0
            window->HiddenFramesCannotSkipItems = 1;
6739
0
            if (flags & ImGuiWindowFlags_AlwaysAutoResize)
6740
0
            {
6741
0
                if (!window_size_x_set_by_api)
6742
0
                    window->Size.x = window->SizeFull.x = 0.f;
6743
0
                if (!window_size_y_set_by_api)
6744
0
                    window->Size.y = window->SizeFull.y = 0.f;
6745
0
                window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f);
6746
0
            }
6747
0
        }
6748
6749
        // SELECT VIEWPORT
6750
        // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes.
6751
6752
0
        WindowSelectViewport(window);
6753
0
        SetCurrentViewport(window, window->Viewport);
6754
0
        window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
6755
0
        SetCurrentWindow(window);
6756
0
        flags = window->Flags;
6757
6758
        // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
6759
        // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style.
6760
6761
0
        if (flags & ImGuiWindowFlags_ChildWindow)
6762
0
            window->WindowBorderSize = style.ChildBorderSize;
6763
0
        else
6764
0
            window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
6765
0
        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
6766
0
            window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
6767
0
        else
6768
0
            window->WindowPadding = style.WindowPadding;
6769
6770
        // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.
6771
0
        window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
6772
0
        window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
6773
6774
0
        bool use_current_size_for_scrollbar_x = window_just_created;
6775
0
        bool use_current_size_for_scrollbar_y = window_just_created;
6776
6777
        // Collapse window by double-clicking on title bar
6778
        // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
6779
0
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive)
6780
0
        {
6781
            // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.
6782
0
            ImRect title_bar_rect = window->TitleBarRect();
6783
0
            if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2)
6784
0
                window->WantCollapseToggle = true;
6785
0
            if (window->WantCollapseToggle)
6786
0
            {
6787
0
                window->Collapsed = !window->Collapsed;
6788
0
                if (!window->Collapsed)
6789
0
                    use_current_size_for_scrollbar_y = true;
6790
0
                MarkIniSettingsDirty(window);
6791
0
            }
6792
0
        }
6793
0
        else
6794
0
        {
6795
0
            window->Collapsed = false;
6796
0
        }
6797
0
        window->WantCollapseToggle = false;
6798
6799
        // SIZE
6800
6801
        // Outer Decoration Sizes
6802
        // (we need to clear ScrollbarSize immediatly as CalcWindowAutoFitSize() needs it and can be called from other locations).
6803
0
        const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes;
6804
0
        window->DecoOuterSizeX1 = 0.0f;
6805
0
        window->DecoOuterSizeX2 = 0.0f;
6806
0
        window->DecoOuterSizeY1 = window->TitleBarHeight() + window->MenuBarHeight();
6807
0
        window->DecoOuterSizeY2 = 0.0f;
6808
0
        window->ScrollbarSizes = ImVec2(0.0f, 0.0f);
6809
6810
        // Calculate auto-fit size, handle automatic resize
6811
0
        const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);
6812
0
        if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
6813
0
        {
6814
            // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
6815
0
            if (!window_size_x_set_by_api)
6816
0
            {
6817
0
                window->SizeFull.x = size_auto_fit.x;
6818
0
                use_current_size_for_scrollbar_x = true;
6819
0
            }
6820
0
            if (!window_size_y_set_by_api)
6821
0
            {
6822
0
                window->SizeFull.y = size_auto_fit.y;
6823
0
                use_current_size_for_scrollbar_y = true;
6824
0
            }
6825
0
        }
6826
0
        else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
6827
0
        {
6828
            // Auto-fit may only grow window during the first few frames
6829
            // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
6830
0
            if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)
6831
0
            {
6832
0
                window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
6833
0
                use_current_size_for_scrollbar_x = true;
6834
0
            }
6835
0
            if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)
6836
0
            {
6837
0
                window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
6838
0
                use_current_size_for_scrollbar_y = true;
6839
0
            }
6840
0
            if (!window->Collapsed)
6841
0
                MarkIniSettingsDirty(window);
6842
0
        }
6843
6844
        // Apply minimum/maximum window size constraints and final size
6845
0
        window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);
6846
0
        window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
6847
6848
        // POSITION
6849
6850
        // Popup latch its initial position, will position itself when it appears next frame
6851
0
        if (window_just_activated_by_user)
6852
0
        {
6853
0
            window->AutoPosLastDirection = ImGuiDir_None;
6854
0
            if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()
6855
0
                window->Pos = g.BeginPopupStack.back().OpenPopupPos;
6856
0
        }
6857
6858
        // Position child window
6859
0
        if (flags & ImGuiWindowFlags_ChildWindow)
6860
0
        {
6861
0
            IM_ASSERT(parent_window && parent_window->Active);
6862
0
            window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
6863
0
            parent_window->DC.ChildWindows.push_back(window);
6864
0
            if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
6865
0
                window->Pos = parent_window->DC.CursorPos;
6866
0
        }
6867
6868
0
        const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);
6869
0
        if (window_pos_with_pivot)
6870
0
            SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
6871
0
        else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
6872
0
            window->Pos = FindBestWindowPosForPopup(window);
6873
0
        else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
6874
0
            window->Pos = FindBestWindowPosForPopup(window);
6875
0
        else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
6876
0
            window->Pos = FindBestWindowPosForPopup(window);
6877
6878
        // Late create viewport if we don't fit within our current host viewport.
6879
0
        if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_IsMinimized))
6880
0
            if (!window->Viewport->GetMainRect().Contains(window->Rect()))
6881
0
            {
6882
                // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport)
6883
                //ImGuiViewport* old_viewport = window->Viewport;
6884
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
6885
6886
                // FIXME-DPI
6887
                //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong
6888
0
                SetCurrentViewport(window, window->Viewport);
6889
0
                window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
6890
0
                SetCurrentWindow(window);
6891
0
            }
6892
6893
0
        if (window->ViewportOwned)
6894
0
            WindowSyncOwnedViewport(window, parent_window_in_stack);
6895
6896
        // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
6897
        // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
6898
0
        ImRect viewport_rect(window->Viewport->GetMainRect());
6899
0
        ImRect viewport_work_rect(window->Viewport->GetWorkRect());
6900
0
        ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
6901
0
        ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);
6902
6903
        // Clamp position/size so window stays visible within its viewport or monitor
6904
        // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
6905
        // FIXME: Similar to code in GetWindowAllowedExtentRect()
6906
0
        if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow))
6907
0
        {
6908
0
            if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
6909
0
            {
6910
0
                ClampWindowPos(window, visibility_rect);
6911
0
            }
6912
0
            else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0)
6913
0
            {
6914
                // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport.
6915
0
                const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport);
6916
0
                visibility_rect.Min = monitor->WorkPos + visibility_padding;
6917
0
                visibility_rect.Max = monitor->WorkPos + monitor->WorkSize - visibility_padding;
6918
0
                ClampWindowPos(window, visibility_rect);
6919
0
            }
6920
0
        }
6921
0
        window->Pos = ImFloor(window->Pos);
6922
6923
        // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
6924
        // Large values tend to lead to variety of artifacts and are not recommended.
6925
0
        if (window->ViewportOwned || window->DockIsActive)
6926
0
            window->WindowRounding = 0.0f;
6927
0
        else
6928
0
            window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
6929
6930
        // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.
6931
        //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))
6932
        //    window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);
6933
6934
        // Apply window focus (new and reactivated windows are moved to front)
6935
0
        bool want_focus = false;
6936
0
        if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
6937
0
        {
6938
0
            if (flags & ImGuiWindowFlags_Popup)
6939
0
                want_focus = true;
6940
0
            else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip))
6941
0
                want_focus = true;
6942
0
        }
6943
6944
        // [Test Engine] Register whole window in the item system (before submitting further decorations)
6945
#ifdef IMGUI_ENABLE_TEST_ENGINE
6946
        if (g.TestEngineHookItems)
6947
        {
6948
            IM_ASSERT(window->IDStack.Size == 1);
6949
            window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself.
6950
            IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL);
6951
            IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0);
6952
            window->IDStack.Size = 1;
6953
        }
6954
#endif
6955
6956
        // Decide if we are going to handle borders and resize grips
6957
0
        const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive);
6958
6959
        // Handle manual resize: Resize Grips, Borders, Gamepad
6960
0
        int border_held = -1;
6961
0
        ImU32 resize_grip_col[4] = {};
6962
0
        const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
6963
0
        const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
6964
0
        if (handle_borders_and_resize_grips && !window->Collapsed)
6965
0
            if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
6966
0
                use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true;
6967
0
        window->ResizeBorderHeld = (signed char)border_held;
6968
6969
        // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either)
6970
0
        if (window->ViewportOwned)
6971
0
        {
6972
0
            if (!window->Viewport->PlatformRequestMove)
6973
0
                window->Viewport->Pos = window->Pos;
6974
0
            if (!window->Viewport->PlatformRequestResize)
6975
0
                window->Viewport->Size = window->Size;
6976
0
            window->Viewport->UpdateWorkRect();
6977
0
            viewport_rect = window->Viewport->GetMainRect();
6978
0
        }
6979
6980
        // Save last known viewport position within the window itself (so it can be saved in .ini file and restored)
6981
0
        window->ViewportPos = window->Viewport->Pos;
6982
6983
        // SCROLLBAR VISIBILITY
6984
6985
        // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
6986
0
        if (!window->Collapsed)
6987
0
        {
6988
            // When reading the current size we need to read it after size constraints have been applied.
6989
            // Intentionally use previous frame values for InnerRect and ScrollbarSizes.
6990
            // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet.
6991
0
            ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2));
6992
0
            ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame;
6993
0
            ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
6994
0
            float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
6995
0
            float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
6996
            //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?
6997
0
            window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
6998
0
            window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
6999
0
            if (window->ScrollbarX && !window->ScrollbarY)
7000
0
                window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);
7001
0
            window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
7002
7003
            // Amend the partially filled window->DecorationXXX values.
7004
0
            window->DecoOuterSizeX2 += window->ScrollbarSizes.x;
7005
0
            window->DecoOuterSizeY2 += window->ScrollbarSizes.y;
7006
0
        }
7007
7008
        // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)
7009
        // Update various regions. Variables they depend on should be set above in this function.
7010
        // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.
7011
7012
        // Outer rectangle
7013
        // Not affected by window border size. Used by:
7014
        // - FindHoveredWindow() (w/ extra padding when border resize is enabled)
7015
        // - Begin() initial clipping rect for drawing window background and borders.
7016
        // - Begin() clipping whole child
7017
0
        const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;
7018
0
        const ImRect outer_rect = window->Rect();
7019
0
        const ImRect title_bar_rect = window->TitleBarRect();
7020
0
        window->OuterRectClipped = outer_rect;
7021
0
        if (window->DockIsActive)
7022
0
            window->OuterRectClipped.Min.y += window->TitleBarHeight();
7023
0
        window->OuterRectClipped.ClipWith(host_rect);
7024
7025
        // Inner rectangle
7026
        // Not affected by window border size. Used by:
7027
        // - InnerClipRect
7028
        // - ScrollToRectEx()
7029
        // - NavUpdatePageUpPageDown()
7030
        // - Scrollbar()
7031
0
        window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1;
7032
0
        window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1;
7033
0
        window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2;
7034
0
        window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2;
7035
7036
        // Inner clipping rectangle.
7037
        // Will extend a little bit outside the normal work region.
7038
        // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.
7039
        // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
7040
        // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
7041
        // Affected by window/frame border size. Used by:
7042
        // - Begin() initial clip rect
7043
0
        float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
7044
0
        window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
7045
0
        window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);
7046
0
        window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
7047
0
        window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
7048
0
        window->InnerClipRect.ClipWithFull(host_rect);
7049
7050
        // Default item width. Make it proportional to window size if window manually resizes
7051
0
        if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
7052
0
            window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f);
7053
0
        else
7054
0
            window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f);
7055
7056
        // SCROLLING
7057
7058
        // Lock down maximum scrolling
7059
        // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate
7060
        // for right/bottom aligned items without creating a scrollbar.
7061
0
        window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());
7062
0
        window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());
7063
7064
        // Apply scrolling
7065
0
        window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
7066
0
        window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
7067
0
        window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f;
7068
7069
        // DRAWING
7070
7071
        // Setup draw list and outer clipping rectangle
7072
0
        IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);
7073
0
        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
7074
0
        PushClipRect(host_rect.Min, host_rect.Max, false);
7075
7076
        // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
7077
        // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
7078
        // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)
7079
0
        const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible;
7080
0
        if (is_undocked_or_docked_visible)
7081
0
        {
7082
0
            bool render_decorations_in_parent = false;
7083
0
            if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
7084
0
            {
7085
                // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here)
7086
                // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs
7087
0
                ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL;
7088
0
                bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false;
7089
0
                bool parent_is_empty = (parent_window->DrawList->VtxBuffer.Size == 0);
7090
0
                if (window->DrawList->CmdBuffer.back().ElemCount == 0 && !parent_is_empty && !previous_child_overlapping)
7091
0
                    render_decorations_in_parent = true;
7092
0
            }
7093
0
            if (render_decorations_in_parent)
7094
0
                window->DrawList = parent_window->DrawList;
7095
7096
            // Handle title bar, scrollbar, resize grips and resize borders
7097
0
            const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
7098
0
            const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode)));
7099
0
            RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);
7100
7101
0
            if (render_decorations_in_parent)
7102
0
                window->DrawList = &window->DrawListInst;
7103
0
        }
7104
7105
        // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)
7106
7107
        // Work rectangle.
7108
        // Affected by window padding and border size. Used by:
7109
        // - Columns() for right-most edge
7110
        // - TreeNode(), CollapsingHeader() for right-most edge
7111
        // - BeginTabBar() for right-most edge
7112
0
        const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);
7113
0
        const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);
7114
0
        const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7115
0
        const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7116
0
        window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
7117
0
        window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
7118
0
        window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
7119
0
        window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;
7120
0
        window->ParentWorkRect = window->WorkRect;
7121
7122
        // [LEGACY] Content Region
7123
        // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
7124
        // Used by:
7125
        // - Mouse wheel scrolling + many other things
7126
0
        window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1;
7127
0
        window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1;
7128
0
        window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7129
0
        window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7130
7131
        // Setup drawing context
7132
        // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
7133
0
        window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x;
7134
0
        window->DC.GroupOffset.x = 0.0f;
7135
0
        window->DC.ColumnsOffset.x = 0.0f;
7136
7137
        // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount.
7138
        // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64.
7139
0
        double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x;
7140
0
        double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1;
7141
0
        window->DC.CursorStartPos  = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y);
7142
0
        window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y));
7143
0
        window->DC.CursorPos = window->DC.CursorStartPos;
7144
0
        window->DC.CursorPosPrevLine = window->DC.CursorPos;
7145
0
        window->DC.CursorMaxPos = window->DC.CursorStartPos;
7146
0
        window->DC.IdealMaxPos = window->DC.CursorStartPos;
7147
0
        window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
7148
0
        window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
7149
0
        window->DC.IsSameLine = window->DC.IsSetPos = false;
7150
7151
0
        window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
7152
0
        window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;
7153
0
        window->DC.NavLayersActiveMaskNext = 0x00;
7154
0
        window->DC.NavIsScrollPushableX = true;
7155
0
        window->DC.NavHideHighlightOneFrame = false;
7156
0
        window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f);
7157
7158
0
        window->DC.MenuBarAppending = false;
7159
0
        window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);
7160
0
        window->DC.TreeDepth = 0;
7161
0
        window->DC.TreeJumpToParentOnPopMask = 0x00;
7162
0
        window->DC.ChildWindows.resize(0);
7163
0
        window->DC.StateStorage = &window->StateStorage;
7164
0
        window->DC.CurrentColumns = NULL;
7165
0
        window->DC.LayoutType = ImGuiLayoutType_Vertical;
7166
0
        window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
7167
7168
0
        window->DC.ItemWidth = window->ItemWidthDefault;
7169
0
        window->DC.TextWrapPos = -1.0f; // disabled
7170
0
        window->DC.ItemWidthStack.resize(0);
7171
0
        window->DC.TextWrapPosStack.resize(0);
7172
7173
0
        if (window->AutoFitFramesX > 0)
7174
0
            window->AutoFitFramesX--;
7175
0
        if (window->AutoFitFramesY > 0)
7176
0
            window->AutoFitFramesY--;
7177
7178
        // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
7179
        // We ImGuiFocusRequestFlags_UnlessBelowModal to:
7180
        // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed.
7181
        // - Position window behind the modal that is not a begin-parent of this window.
7182
0
        if (want_focus)
7183
0
            FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal);
7184
0
        if (want_focus && window == g.NavWindow)
7185
0
            NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls
7186
7187
        // Close requested by platform window
7188
0
        if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport())
7189
0
        {
7190
0
            if (!window->DockIsActive || window->DockTabIsVisible)
7191
0
            {
7192
0
                window->Viewport->PlatformRequestClose = false;
7193
0
                g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue.
7194
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' PlatformRequestClose\n", window->Name);
7195
0
                *p_open = false;
7196
0
            }
7197
0
        }
7198
7199
        // Title bar
7200
0
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
7201
0
            RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);
7202
7203
        // Clear hit test shape every frame
7204
0
        window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;
7205
7206
        // Pressing CTRL+C while holding on a window copy its content to the clipboard
7207
        // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
7208
        // Maybe we can support CTRL+C on every element?
7209
        /*
7210
        //if (g.NavWindow == window && g.ActiveId == 0)
7211
        if (g.ActiveId == window->MoveId)
7212
            if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C))
7213
                LogToClipboard();
7214
        */
7215
7216
0
        if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)
7217
0
        {
7218
            // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source.
7219
            // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it.
7220
0
            if ((g.MovingWindow == window) && (g.IO.ConfigDockingWithShift == g.IO.KeyShift))
7221
0
                if ((window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0)
7222
0
                    BeginDockableDragDropSource(window);
7223
7224
            // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead.
7225
0
            if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking))
7226
0
                if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window)
7227
0
                    if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost))
7228
0
                        BeginDockableDragDropTarget(window);
7229
0
        }
7230
7231
        // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
7232
        // This is useful to allow creating context menus on title bar only, etc.
7233
0
        if (window->DockIsActive)
7234
0
            SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect);
7235
0
        else
7236
0
            SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);
7237
7238
        // [DEBUG]
7239
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
7240
0
        if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId))
7241
0
            DebugLocateItemResolveWithLastItem();
7242
0
#endif
7243
7244
        // [Test Engine] Register title bar / tab with MoveId.
7245
#ifdef IMGUI_ENABLE_TEST_ENGINE
7246
        if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
7247
            IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData);
7248
#endif
7249
0
    }
7250
0
    else
7251
0
    {
7252
        // Append
7253
0
        SetCurrentViewport(window, window->Viewport);
7254
0
        SetCurrentWindow(window);
7255
0
    }
7256
7257
0
    if (!(flags & ImGuiWindowFlags_DockNodeHost))
7258
0
        PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
7259
7260
    // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
7261
0
    window->WriteAccessed = false;
7262
0
    window->BeginCount++;
7263
0
    g.NextWindowData.ClearFlags();
7264
7265
    // Update visibility
7266
0
    if (first_begin_of_the_frame)
7267
0
    {
7268
        // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems.
7269
        // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents.
7270
        // This is analogous to regular windows being hidden from one frame.
7271
        // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed.
7272
0
        if (window->DockIsActive && !window->DockTabIsVisible)
7273
0
        {
7274
0
            if (window->LastFrameJustFocused == g.FrameCount)
7275
0
                window->HiddenFramesCannotSkipItems = 1;
7276
0
            else
7277
0
                window->HiddenFramesCanSkipItems = 1;
7278
0
        }
7279
7280
0
        if (flags & ImGuiWindowFlags_ChildWindow)
7281
0
        {
7282
            // Child window can be out of sight and have "negative" clip windows.
7283
            // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
7284
0
            IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || (window->DockIsActive));
7285
0
            if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow??
7286
0
            {
7287
0
                const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
7288
0
                if (!g.LogEnabled && !nav_request)
7289
0
                    if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
7290
0
                        window->HiddenFramesCanSkipItems = 1;
7291
0
            }
7292
7293
            // Hide along with parent or if parent is collapsed
7294
0
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
7295
0
                window->HiddenFramesCanSkipItems = 1;
7296
0
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
7297
0
                window->HiddenFramesCannotSkipItems = 1;
7298
0
        }
7299
7300
        // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
7301
0
        if (style.Alpha <= 0.0f)
7302
0
            window->HiddenFramesCanSkipItems = 1;
7303
7304
        // Update the Hidden flag
7305
0
        bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);
7306
0
        window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0);
7307
7308
        // Disable inputs for requested number of frames
7309
0
        if (window->DisableInputsFrames > 0)
7310
0
        {
7311
0
            window->DisableInputsFrames--;
7312
0
            window->Flags |= ImGuiWindowFlags_NoInputs;
7313
0
        }
7314
7315
        // Update the SkipItems flag, used to early out of all items functions (no layout required)
7316
0
        bool skip_items = false;
7317
0
        if (window->Collapsed || !window->Active || hidden_regular)
7318
0
            if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
7319
0
                skip_items = true;
7320
0
        window->SkipItems = skip_items;
7321
7322
        // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value.
7323
0
        if (window->SkipItems)
7324
0
            window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask;
7325
7326
        // Sanity check: there are two spots which can set Appearing = true
7327
        // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false
7328
        // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert.
7329
0
        if (window->SkipItems && !window->Appearing)
7330
0
            IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177
7331
0
    }
7332
7333
    // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors.
7334
    // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing)
7335
0
    if (!window->IsFallbackWindow && ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size)))
7336
0
    {
7337
0
        if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; }
7338
0
        if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; }
7339
0
        return false;
7340
0
    }
7341
7342
0
    return !window->SkipItems;
7343
0
}
7344
7345
void ImGui::End()
7346
0
{
7347
0
    ImGuiContext& g = *GImGui;
7348
0
    ImGuiWindow* window = g.CurrentWindow;
7349
7350
    // Error checking: verify that user hasn't called End() too many times!
7351
0
    if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)
7352
0
    {
7353
0
        IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!");
7354
0
        return;
7355
0
    }
7356
0
    IM_ASSERT(g.CurrentWindowStack.Size > 0);
7357
7358
    // Error checking: verify that user doesn't directly call End() on a child window.
7359
0
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive)
7360
0
        IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");
7361
7362
    // Close anything that is open
7363
0
    if (window->DC.CurrentColumns)
7364
0
        EndColumns();
7365
0
    if (!(window->Flags & ImGuiWindowFlags_DockNodeHost))   // Pop inner window clip rectangle
7366
0
        PopClipRect();
7367
0
    PopFocusScope();
7368
7369
    // Stop logging
7370
0
    if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging
7371
0
        LogFinish();
7372
7373
0
    if (window->DC.IsSetPos)
7374
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
7375
7376
    // Docking: report contents sizes to parent to allow for auto-resize
7377
0
    if (window->DockNode && window->DockTabIsVisible)
7378
0
        if (ImGuiWindow* host_window = window->DockNode->HostWindow)         // FIXME-DOCK
7379
0
            host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding;
7380
7381
    // Pop from window stack
7382
0
    g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup;
7383
0
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
7384
0
        g.BeginMenuCount--;
7385
0
    if (window->Flags & ImGuiWindowFlags_Popup)
7386
0
        g.BeginPopupStack.pop_back();
7387
0
    g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithContextState(&g);
7388
0
    g.CurrentWindowStack.pop_back();
7389
0
    SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);
7390
0
    if (g.CurrentWindow)
7391
0
        SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport);
7392
0
}
7393
7394
void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
7395
0
{
7396
0
    ImGuiContext& g = *GImGui;
7397
0
    IM_ASSERT(window == window->RootWindow);
7398
7399
0
    const int cur_order = window->FocusOrder;
7400
0
    IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
7401
0
    if (g.WindowsFocusOrder.back() == window)
7402
0
        return;
7403
7404
0
    const int new_order = g.WindowsFocusOrder.Size - 1;
7405
0
    for (int n = cur_order; n < new_order; n++)
7406
0
    {
7407
0
        g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
7408
0
        g.WindowsFocusOrder[n]->FocusOrder--;
7409
0
        IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
7410
0
    }
7411
0
    g.WindowsFocusOrder[new_order] = window;
7412
0
    window->FocusOrder = (short)new_order;
7413
0
}
7414
7415
void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
7416
0
{
7417
0
    ImGuiContext& g = *GImGui;
7418
0
    ImGuiWindow* current_front_window = g.Windows.back();
7419
0
    if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better)
7420
0
        return;
7421
0
    for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
7422
0
        if (g.Windows[i] == window)
7423
0
        {
7424
0
            memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
7425
0
            g.Windows[g.Windows.Size - 1] = window;
7426
0
            break;
7427
0
        }
7428
0
}
7429
7430
void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
7431
0
{
7432
0
    ImGuiContext& g = *GImGui;
7433
0
    if (g.Windows[0] == window)
7434
0
        return;
7435
0
    for (int i = 0; i < g.Windows.Size; i++)
7436
0
        if (g.Windows[i] == window)
7437
0
        {
7438
0
            memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
7439
0
            g.Windows[0] = window;
7440
0
            break;
7441
0
        }
7442
0
}
7443
7444
void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)
7445
0
{
7446
0
    IM_ASSERT(window != NULL && behind_window != NULL);
7447
0
    ImGuiContext& g = *GImGui;
7448
0
    window = window->RootWindow;
7449
0
    behind_window = behind_window->RootWindow;
7450
0
    int pos_wnd = FindWindowDisplayIndex(window);
7451
0
    int pos_beh = FindWindowDisplayIndex(behind_window);
7452
0
    if (pos_wnd < pos_beh)
7453
0
    {
7454
0
        size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);
7455
0
        memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);
7456
0
        g.Windows[pos_beh - 1] = window;
7457
0
    }
7458
0
    else
7459
0
    {
7460
0
        size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);
7461
0
        memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);
7462
0
        g.Windows[pos_beh] = window;
7463
0
    }
7464
0
}
7465
7466
int ImGui::FindWindowDisplayIndex(ImGuiWindow* window)
7467
0
{
7468
0
    ImGuiContext& g = *GImGui;
7469
0
    return g.Windows.index_from_ptr(g.Windows.find(window));
7470
0
}
7471
7472
// Moving window to front of display and set focus (which happens to be back of our sorted list)
7473
void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags)
7474
0
{
7475
0
    ImGuiContext& g = *GImGui;
7476
7477
    // Modal check?
7478
0
    if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case.
7479
0
        if (ImGuiWindow* blocking_modal = FindBlockingModal(window))
7480
0
        {
7481
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "<NULL>", blocking_modal->Name);
7482
0
            if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7483
0
                BringWindowToDisplayBehind(window, blocking_modal); // Still bring to right below modal.
7484
0
            return;
7485
0
        }
7486
7487
    // Find last focused child (if any) and focus it instead.
7488
0
    if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL)
7489
0
        window = NavRestoreLastChildNavWindow(window);
7490
7491
    // Apply focus
7492
0
    if (g.NavWindow != window)
7493
0
    {
7494
0
        SetNavWindow(window);
7495
0
        if (window && g.NavDisableMouseHover)
7496
0
            g.NavMousePosDirty = true;
7497
0
        g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
7498
0
        g.NavLayer = ImGuiNavLayer_Main;
7499
0
        g.NavFocusScopeId = window ? window->NavRootFocusScopeId : 0;
7500
0
        g.NavIdIsAlive = false;
7501
7502
        // Close popups if any
7503
0
        ClosePopupsOverWindow(window, false);
7504
0
    }
7505
7506
    // Move the root window to the top of the pile
7507
0
    IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL);
7508
0
    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL;
7509
0
    ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL;
7510
0
    ImGuiDockNode* dock_node = window ? window->DockNode : NULL;
7511
0
    bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow);
7512
7513
    // Steal active widgets. Some of the cases it triggers includes:
7514
    // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
7515
    // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
7516
    // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window.
7517
0
    if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
7518
0
        if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host)
7519
0
            ClearActiveID();
7520
7521
    // Passing NULL allow to disable keyboard focus
7522
0
    if (!window)
7523
0
        return;
7524
0
    window->LastFrameJustFocused = g.FrameCount;
7525
7526
    // Select in dock node
7527
0
    if (dock_node && dock_node->TabBar)
7528
0
        dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId;
7529
7530
    // Bring to front
7531
0
    BringWindowToFocusFront(focus_front_window);
7532
0
    if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7533
0
        BringWindowToDisplayFront(display_front_window);
7534
0
}
7535
7536
void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags)
7537
0
{
7538
0
    ImGuiContext& g = *GImGui;
7539
0
    int start_idx = g.WindowsFocusOrder.Size - 1;
7540
0
    if (under_this_window != NULL)
7541
0
    {
7542
        // Aim at root window behind us, if we are in a child window that's our own root (see #4640)
7543
0
        int offset = -1;
7544
0
        while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)
7545
0
        {
7546
0
            under_this_window = under_this_window->ParentWindow;
7547
0
            offset = 0;
7548
0
        }
7549
0
        start_idx = FindWindowFocusIndex(under_this_window) + offset;
7550
0
    }
7551
0
    for (int i = start_idx; i >= 0; i--)
7552
0
    {
7553
        // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
7554
0
        ImGuiWindow* window = g.WindowsFocusOrder[i];
7555
0
        IM_ASSERT(window == window->RootWindow);
7556
0
        if (window == ignore_window || !window->WasActive)
7557
0
            continue;
7558
0
        if (filter_viewport != NULL && window->Viewport != filter_viewport)
7559
0
            continue;
7560
0
        if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
7561
0
        {
7562
            // FIXME-DOCK: When ImGuiFocusRequestFlags_RestoreFocusedChild is set...
7563
            // This is failing (lagging by one frame) for docked windows.
7564
            // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B.
7565
            // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update)
7566
            // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself?
7567
0
            FocusWindow(window, flags);
7568
0
            return;
7569
0
        }
7570
0
    }
7571
0
    FocusWindow(NULL, flags);
7572
0
}
7573
7574
// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.
7575
void ImGui::SetCurrentFont(ImFont* font)
7576
0
{
7577
0
    ImGuiContext& g = *GImGui;
7578
0
    IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
7579
0
    IM_ASSERT(font->Scale > 0.0f);
7580
0
    g.Font = font;
7581
0
    g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);
7582
0
    g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
7583
7584
0
    ImFontAtlas* atlas = g.Font->ContainerAtlas;
7585
0
    g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
7586
0
    g.DrawListSharedData.TexUvLines = atlas->TexUvLines;
7587
0
    g.DrawListSharedData.Font = g.Font;
7588
0
    g.DrawListSharedData.FontSize = g.FontSize;
7589
0
}
7590
7591
void ImGui::PushFont(ImFont* font)
7592
0
{
7593
0
    ImGuiContext& g = *GImGui;
7594
0
    if (!font)
7595
0
        font = GetDefaultFont();
7596
0
    SetCurrentFont(font);
7597
0
    g.FontStack.push_back(font);
7598
0
    g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);
7599
0
}
7600
7601
void  ImGui::PopFont()
7602
0
{
7603
0
    ImGuiContext& g = *GImGui;
7604
0
    g.CurrentWindow->DrawList->PopTextureID();
7605
0
    g.FontStack.pop_back();
7606
0
    SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());
7607
0
}
7608
7609
void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
7610
0
{
7611
0
    ImGuiContext& g = *GImGui;
7612
0
    ImGuiItemFlags item_flags = g.CurrentItemFlags;
7613
0
    IM_ASSERT(item_flags == g.ItemFlagsStack.back());
7614
0
    if (enabled)
7615
0
        item_flags |= option;
7616
0
    else
7617
0
        item_flags &= ~option;
7618
0
    g.CurrentItemFlags = item_flags;
7619
0
    g.ItemFlagsStack.push_back(item_flags);
7620
0
}
7621
7622
void ImGui::PopItemFlag()
7623
0
{
7624
0
    ImGuiContext& g = *GImGui;
7625
0
    IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack.
7626
0
    g.ItemFlagsStack.pop_back();
7627
0
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7628
0
}
7629
7630
// BeginDisabled()/EndDisabled()
7631
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
7632
// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently.
7633
// - Feedback welcome at https://github.com/ocornut/imgui/issues/211
7634
// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
7635
// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag()
7636
void ImGui::BeginDisabled(bool disabled)
7637
0
{
7638
0
    ImGuiContext& g = *GImGui;
7639
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7640
0
    if (!was_disabled && disabled)
7641
0
    {
7642
0
        g.DisabledAlphaBackup = g.Style.Alpha;
7643
0
        g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha);
7644
0
    }
7645
0
    if (was_disabled || disabled)
7646
0
        g.CurrentItemFlags |= ImGuiItemFlags_Disabled;
7647
0
    g.ItemFlagsStack.push_back(g.CurrentItemFlags);
7648
0
    g.DisabledStackSize++;
7649
0
}
7650
7651
void ImGui::EndDisabled()
7652
0
{
7653
0
    ImGuiContext& g = *GImGui;
7654
0
    IM_ASSERT(g.DisabledStackSize > 0);
7655
0
    g.DisabledStackSize--;
7656
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7657
    //PopItemFlag();
7658
0
    g.ItemFlagsStack.pop_back();
7659
0
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7660
0
    if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)
7661
0
        g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar();
7662
0
}
7663
7664
void ImGui::PushTabStop(bool tab_stop)
7665
0
{
7666
0
    PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop);
7667
0
}
7668
7669
void ImGui::PopTabStop()
7670
0
{
7671
0
    PopItemFlag();
7672
0
}
7673
7674
void ImGui::PushButtonRepeat(bool repeat)
7675
0
{
7676
0
    PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);
7677
0
}
7678
7679
void ImGui::PopButtonRepeat()
7680
0
{
7681
0
    PopItemFlag();
7682
0
}
7683
7684
void ImGui::PushTextWrapPos(float wrap_pos_x)
7685
0
{
7686
0
    ImGuiWindow* window = GetCurrentWindow();
7687
0
    window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos);
7688
0
    window->DC.TextWrapPos = wrap_pos_x;
7689
0
}
7690
7691
void ImGui::PopTextWrapPos()
7692
0
{
7693
0
    ImGuiWindow* window = GetCurrentWindow();
7694
0
    window->DC.TextWrapPos = window->DC.TextWrapPosStack.back();
7695
0
    window->DC.TextWrapPosStack.pop_back();
7696
0
}
7697
7698
static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy)
7699
0
{
7700
0
    ImGuiWindow* last_window = NULL;
7701
0
    while (last_window != window)
7702
0
    {
7703
0
        last_window = window;
7704
0
        window = window->RootWindow;
7705
0
        if (popup_hierarchy)
7706
0
            window = window->RootWindowPopupTree;
7707
0
    if (dock_hierarchy)
7708
0
      window = window->RootWindowDockTree;
7709
0
  }
7710
0
    return window;
7711
0
}
7712
7713
bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy)
7714
0
{
7715
0
    ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy);
7716
0
    if (window_root == potential_parent)
7717
0
        return true;
7718
0
    while (window != NULL)
7719
0
    {
7720
0
        if (window == potential_parent)
7721
0
            return true;
7722
0
        if (window == window_root) // end of chain
7723
0
            return false;
7724
0
        window = window->ParentWindow;
7725
0
    }
7726
0
    return false;
7727
0
}
7728
7729
bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
7730
0
{
7731
0
    if (window->RootWindow == potential_parent)
7732
0
        return true;
7733
0
    while (window != NULL)
7734
0
    {
7735
0
        if (window == potential_parent)
7736
0
            return true;
7737
0
        window = window->ParentWindowInBeginStack;
7738
0
    }
7739
0
    return false;
7740
0
}
7741
7742
bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)
7743
0
{
7744
0
    ImGuiContext& g = *GImGui;
7745
7746
    // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array
7747
0
    const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below);
7748
0
    if (display_layer_delta != 0)
7749
0
        return display_layer_delta > 0;
7750
7751
0
    for (int i = g.Windows.Size - 1; i >= 0; i--)
7752
0
    {
7753
0
        ImGuiWindow* candidate_window = g.Windows[i];
7754
0
        if (candidate_window == potential_above)
7755
0
            return true;
7756
0
        if (candidate_window == potential_below)
7757
0
            return false;
7758
0
    }
7759
0
    return false;
7760
0
}
7761
7762
bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
7763
0
{
7764
0
    IM_ASSERT((flags & (ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled)) == 0);   // Flags not supported by this function
7765
0
    ImGuiContext& g = *GImGui;
7766
0
    ImGuiWindow* ref_window = g.HoveredWindow;
7767
0
    ImGuiWindow* cur_window = g.CurrentWindow;
7768
0
    if (ref_window == NULL)
7769
0
        return false;
7770
7771
0
    if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)
7772
0
    {
7773
0
        IM_ASSERT(cur_window); // Not inside a Begin()/End()
7774
0
        const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;
7775
0
        const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0;
7776
0
        if (flags & ImGuiHoveredFlags_RootWindow)
7777
0
            cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
7778
7779
0
        bool result;
7780
0
        if (flags & ImGuiHoveredFlags_ChildWindows)
7781
0
            result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
7782
0
        else
7783
0
            result = (ref_window == cur_window);
7784
0
        if (!result)
7785
0
            return false;
7786
0
    }
7787
7788
0
    if (!IsWindowContentHoverable(ref_window, flags))
7789
0
        return false;
7790
0
    if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
7791
0
        if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId)
7792
0
            return false;
7793
0
    return true;
7794
0
}
7795
7796
bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
7797
0
{
7798
0
    ImGuiContext& g = *GImGui;
7799
0
    ImGuiWindow* ref_window = g.NavWindow;
7800
0
    ImGuiWindow* cur_window = g.CurrentWindow;
7801
7802
0
    if (ref_window == NULL)
7803
0
        return false;
7804
0
    if (flags & ImGuiFocusedFlags_AnyWindow)
7805
0
        return true;
7806
7807
0
    IM_ASSERT(cur_window); // Not inside a Begin()/End()
7808
0
    const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
7809
0
    const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0;
7810
0
    if (flags & ImGuiHoveredFlags_RootWindow)
7811
0
        cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
7812
7813
0
    if (flags & ImGuiHoveredFlags_ChildWindows)
7814
0
        return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
7815
0
    else
7816
0
        return (ref_window == cur_window);
7817
0
}
7818
7819
ImGuiID ImGui::GetWindowDockID()
7820
0
{
7821
0
    ImGuiContext& g = *GImGui;
7822
0
    return g.CurrentWindow->DockId;
7823
0
}
7824
7825
bool ImGui::IsWindowDocked()
7826
0
{
7827
0
    ImGuiContext& g = *GImGui;
7828
0
    return g.CurrentWindow->DockIsActive;
7829
0
}
7830
7831
// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
7832
// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
7833
// If you want a window to never be focused, you may use the e.g. NoInputs flag.
7834
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
7835
0
{
7836
0
    return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
7837
0
}
7838
7839
float ImGui::GetWindowWidth()
7840
0
{
7841
0
    ImGuiWindow* window = GImGui->CurrentWindow;
7842
0
    return window->Size.x;
7843
0
}
7844
7845
float ImGui::GetWindowHeight()
7846
0
{
7847
0
    ImGuiWindow* window = GImGui->CurrentWindow;
7848
0
    return window->Size.y;
7849
0
}
7850
7851
ImVec2 ImGui::GetWindowPos()
7852
0
{
7853
0
    ImGuiContext& g = *GImGui;
7854
0
    ImGuiWindow* window = g.CurrentWindow;
7855
0
    return window->Pos;
7856
0
}
7857
7858
void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
7859
0
{
7860
    // Test condition (NB: bit 0 is always true) and clear flags for next time
7861
0
    if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
7862
0
        return;
7863
7864
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7865
0
    window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
7866
0
    window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);
7867
7868
    // Set
7869
0
    const ImVec2 old_pos = window->Pos;
7870
0
    window->Pos = ImFloor(pos);
7871
0
    ImVec2 offset = window->Pos - old_pos;
7872
0
    if (offset.x == 0.0f && offset.y == 0.0f)
7873
0
        return;
7874
0
    MarkIniSettingsDirty(window);
7875
    // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here.
7876
0
    window->DC.CursorPos += offset;         // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
7877
0
    window->DC.CursorMaxPos += offset;      // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.
7878
0
    window->DC.IdealMaxPos += offset;
7879
0
    window->DC.CursorStartPos += offset;
7880
0
}
7881
7882
void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)
7883
0
{
7884
0
    ImGuiWindow* window = GetCurrentWindowRead();
7885
0
    SetWindowPos(window, pos, cond);
7886
0
}
7887
7888
void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)
7889
0
{
7890
0
    if (ImGuiWindow* window = FindWindowByName(name))
7891
0
        SetWindowPos(window, pos, cond);
7892
0
}
7893
7894
ImVec2 ImGui::GetWindowSize()
7895
0
{
7896
0
    ImGuiWindow* window = GetCurrentWindowRead();
7897
0
    return window->Size;
7898
0
}
7899
7900
void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
7901
0
{
7902
    // Test condition (NB: bit 0 is always true) and clear flags for next time
7903
0
    if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
7904
0
        return;
7905
7906
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7907
0
    window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
7908
7909
    // Set
7910
0
    ImVec2 old_size = window->SizeFull;
7911
0
    window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0;
7912
0
    window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0;
7913
0
    if (size.x <= 0.0f)
7914
0
        window->AutoFitOnlyGrows = false;
7915
0
    else
7916
0
        window->SizeFull.x = IM_FLOOR(size.x);
7917
0
    if (size.y <= 0.0f)
7918
0
        window->AutoFitOnlyGrows = false;
7919
0
    else
7920
0
        window->SizeFull.y = IM_FLOOR(size.y);
7921
0
    if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)
7922
0
        MarkIniSettingsDirty(window);
7923
0
}
7924
7925
void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)
7926
0
{
7927
0
    SetWindowSize(GImGui->CurrentWindow, size, cond);
7928
0
}
7929
7930
void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)
7931
0
{
7932
0
    if (ImGuiWindow* window = FindWindowByName(name))
7933
0
        SetWindowSize(window, size, cond);
7934
0
}
7935
7936
void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
7937
0
{
7938
    // Test condition (NB: bit 0 is always true) and clear flags for next time
7939
0
    if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
7940
0
        return;
7941
0
    window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
7942
7943
    // Set
7944
0
    window->Collapsed = collapsed;
7945
0
}
7946
7947
void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)
7948
0
{
7949
0
    IM_ASSERT(window->HitTestHoleSize.x == 0);     // We don't support multiple holes/hit test filters
7950
0
    window->HitTestHoleSize = ImVec2ih(size);
7951
0
    window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);
7952
0
}
7953
7954
void ImGui::SetWindowHiddendAndSkipItemsForCurrentFrame(ImGuiWindow* window)
7955
0
{
7956
0
    window->Hidden = window->SkipItems = true;
7957
0
    window->HiddenFramesCanSkipItems = 1;
7958
0
}
7959
7960
void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)
7961
0
{
7962
0
    SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);
7963
0
}
7964
7965
bool ImGui::IsWindowCollapsed()
7966
0
{
7967
0
    ImGuiWindow* window = GetCurrentWindowRead();
7968
0
    return window->Collapsed;
7969
0
}
7970
7971
bool ImGui::IsWindowAppearing()
7972
0
{
7973
0
    ImGuiWindow* window = GetCurrentWindowRead();
7974
0
    return window->Appearing;
7975
0
}
7976
7977
void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
7978
0
{
7979
0
    if (ImGuiWindow* window = FindWindowByName(name))
7980
0
        SetWindowCollapsed(window, collapsed, cond);
7981
0
}
7982
7983
void ImGui::SetWindowFocus()
7984
0
{
7985
0
    FocusWindow(GImGui->CurrentWindow);
7986
0
}
7987
7988
void ImGui::SetWindowFocus(const char* name)
7989
0
{
7990
0
    if (name)
7991
0
    {
7992
0
        if (ImGuiWindow* window = FindWindowByName(name))
7993
0
            FocusWindow(window);
7994
0
    }
7995
0
    else
7996
0
    {
7997
0
        FocusWindow(NULL);
7998
0
    }
7999
0
}
8000
8001
void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)
8002
0
{
8003
0
    ImGuiContext& g = *GImGui;
8004
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8005
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;
8006
0
    g.NextWindowData.PosVal = pos;
8007
0
    g.NextWindowData.PosPivotVal = pivot;
8008
0
    g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
8009
0
    g.NextWindowData.PosUndock = true;
8010
0
}
8011
8012
void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
8013
0
{
8014
0
    ImGuiContext& g = *GImGui;
8015
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8016
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;
8017
0
    g.NextWindowData.SizeVal = size;
8018
0
    g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;
8019
0
}
8020
8021
void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)
8022
0
{
8023
0
    ImGuiContext& g = *GImGui;
8024
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
8025
0
    g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);
8026
0
    g.NextWindowData.SizeCallback = custom_callback;
8027
0
    g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
8028
0
}
8029
8030
// Content size = inner scrollable rectangle, padded with WindowPadding.
8031
// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.
8032
void ImGui::SetNextWindowContentSize(const ImVec2& size)
8033
0
{
8034
0
    ImGuiContext& g = *GImGui;
8035
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
8036
0
    g.NextWindowData.ContentSizeVal = ImFloor(size);
8037
0
}
8038
8039
void ImGui::SetNextWindowScroll(const ImVec2& scroll)
8040
0
{
8041
0
    ImGuiContext& g = *GImGui;
8042
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;
8043
0
    g.NextWindowData.ScrollVal = scroll;
8044
0
}
8045
8046
void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
8047
0
{
8048
0
    ImGuiContext& g = *GImGui;
8049
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8050
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;
8051
0
    g.NextWindowData.CollapsedVal = collapsed;
8052
0
    g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;
8053
0
}
8054
8055
void ImGui::SetNextWindowFocus()
8056
0
{
8057
0
    ImGuiContext& g = *GImGui;
8058
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;
8059
0
}
8060
8061
void ImGui::SetNextWindowBgAlpha(float alpha)
8062
0
{
8063
0
    ImGuiContext& g = *GImGui;
8064
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;
8065
0
    g.NextWindowData.BgAlphaVal = alpha;
8066
0
}
8067
8068
void ImGui::SetNextWindowViewport(ImGuiID id)
8069
0
{
8070
0
    ImGuiContext& g = *GImGui;
8071
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport;
8072
0
    g.NextWindowData.ViewportId = id;
8073
0
}
8074
8075
void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond)
8076
0
{
8077
0
    ImGuiContext& g = *GImGui;
8078
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock;
8079
0
    g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always;
8080
0
    g.NextWindowData.DockId = id;
8081
0
}
8082
8083
void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class)
8084
0
{
8085
0
    ImGuiContext& g = *GImGui;
8086
0
    IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit
8087
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass;
8088
0
    g.NextWindowData.WindowClass = *window_class;
8089
0
}
8090
8091
ImDrawList* ImGui::GetWindowDrawList()
8092
0
{
8093
0
    ImGuiWindow* window = GetCurrentWindow();
8094
0
    return window->DrawList;
8095
0
}
8096
8097
float ImGui::GetWindowDpiScale()
8098
0
{
8099
0
    ImGuiContext& g = *GImGui;
8100
0
    return g.CurrentDpiScale;
8101
0
}
8102
8103
ImGuiViewport* ImGui::GetWindowViewport()
8104
0
{
8105
0
    ImGuiContext& g = *GImGui;
8106
0
    IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport);
8107
0
    return g.CurrentViewport;
8108
0
}
8109
8110
ImFont* ImGui::GetFont()
8111
0
{
8112
0
    return GImGui->Font;
8113
0
}
8114
8115
float ImGui::GetFontSize()
8116
0
{
8117
0
    return GImGui->FontSize;
8118
0
}
8119
8120
ImVec2 ImGui::GetFontTexUvWhitePixel()
8121
0
{
8122
0
    return GImGui->DrawListSharedData.TexUvWhitePixel;
8123
0
}
8124
8125
void ImGui::SetWindowFontScale(float scale)
8126
0
{
8127
0
    IM_ASSERT(scale > 0.0f);
8128
0
    ImGuiContext& g = *GImGui;
8129
0
    ImGuiWindow* window = GetCurrentWindow();
8130
0
    window->FontWindowScale = scale;
8131
0
    g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
8132
0
}
8133
8134
void ImGui::PushFocusScope(ImGuiID id)
8135
0
{
8136
0
    ImGuiContext& g = *GImGui;
8137
0
    g.FocusScopeStack.push_back(id);
8138
0
    g.CurrentFocusScopeId = id;
8139
0
}
8140
8141
void ImGui::PopFocusScope()
8142
0
{
8143
0
    ImGuiContext& g = *GImGui;
8144
0
    IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ?
8145
0
    g.FocusScopeStack.pop_back();
8146
0
    g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back() : 0;
8147
0
}
8148
8149
// Focus = move navigation cursor, set scrolling, set focus window.
8150
void ImGui::FocusItem()
8151
0
{
8152
0
    ImGuiContext& g = *GImGui;
8153
0
    ImGuiWindow* window = g.CurrentWindow;
8154
0
    IMGUI_DEBUG_LOG_FOCUS("FocusItem(0x%08x) in window \"%s\"\n", g.LastItemData.ID, window->Name);
8155
0
    if (g.DragDropActive || g.MovingWindow != NULL) // FIXME: Opt-in flags for this?
8156
0
    {
8157
0
        IMGUI_DEBUG_LOG_FOCUS("FocusItem() ignored while DragDropActive!\n");
8158
0
        return;
8159
0
    }
8160
8161
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSelect;
8162
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8163
0
    SetNavWindow(window);
8164
0
    NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags);
8165
0
    NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8166
0
}
8167
8168
void ImGui::ActivateItemByID(ImGuiID id)
8169
0
{
8170
0
    ImGuiContext& g = *GImGui;
8171
0
    g.NavNextActivateId = id;
8172
0
    g.NavNextActivateFlags = ImGuiActivateFlags_None;
8173
0
}
8174
8175
// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system!
8176
// But ActivateItem() should function without altering scroll/focus?
8177
void ImGui::SetKeyboardFocusHere(int offset)
8178
0
{
8179
0
    ImGuiContext& g = *GImGui;
8180
0
    ImGuiWindow* window = g.CurrentWindow;
8181
0
    IM_ASSERT(offset >= -1);    // -1 is allowed but not below
8182
0
    IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name);
8183
8184
    // It makes sense in the vast majority of cases to never interrupt a drag and drop.
8185
    // When we refactor this function into ActivateItem() we may want to make this an option.
8186
    // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but
8187
    // is also automatically dropped in the event g.ActiveId is stolen.
8188
0
    if (g.DragDropActive || g.MovingWindow != NULL)
8189
0
    {
8190
0
        IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere() ignored while DragDropActive!\n");
8191
0
        return;
8192
0
    }
8193
8194
0
    SetNavWindow(window);
8195
8196
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi;
8197
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8198
0
    NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
8199
0
    if (offset == -1)
8200
0
    {
8201
0
        NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8202
0
    }
8203
0
    else
8204
0
    {
8205
0
        g.NavTabbingDir = 1;
8206
0
        g.NavTabbingCounter = offset + 1;
8207
0
    }
8208
0
}
8209
8210
void ImGui::SetItemDefaultFocus()
8211
0
{
8212
0
    ImGuiContext& g = *GImGui;
8213
0
    ImGuiWindow* window = g.CurrentWindow;
8214
0
    if (!window->Appearing)
8215
0
        return;
8216
0
    if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResult.ID == 0) || g.NavLayer != window->DC.NavLayerCurrent)
8217
0
        return;
8218
8219
0
    g.NavInitRequest = false;
8220
0
    NavApplyItemToResult(&g.NavInitResult);
8221
0
    NavUpdateAnyRequestFlag();
8222
8223
    // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll)
8224
0
    if (!window->ClipRect.Contains(g.LastItemData.Rect))
8225
0
        ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None);
8226
0
}
8227
8228
void ImGui::SetStateStorage(ImGuiStorage* tree)
8229
0
{
8230
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8231
0
    window->DC.StateStorage = tree ? tree : &window->StateStorage;
8232
0
}
8233
8234
ImGuiStorage* ImGui::GetStateStorage()
8235
0
{
8236
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8237
0
    return window->DC.StateStorage;
8238
0
}
8239
8240
void ImGui::PushID(const char* str_id)
8241
0
{
8242
0
    ImGuiContext& g = *GImGui;
8243
0
    ImGuiWindow* window = g.CurrentWindow;
8244
0
    ImGuiID id = window->GetID(str_id);
8245
0
    window->IDStack.push_back(id);
8246
0
}
8247
8248
void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
8249
0
{
8250
0
    ImGuiContext& g = *GImGui;
8251
0
    ImGuiWindow* window = g.CurrentWindow;
8252
0
    ImGuiID id = window->GetID(str_id_begin, str_id_end);
8253
0
    window->IDStack.push_back(id);
8254
0
}
8255
8256
void ImGui::PushID(const void* ptr_id)
8257
0
{
8258
0
    ImGuiContext& g = *GImGui;
8259
0
    ImGuiWindow* window = g.CurrentWindow;
8260
0
    ImGuiID id = window->GetID(ptr_id);
8261
0
    window->IDStack.push_back(id);
8262
0
}
8263
8264
void ImGui::PushID(int int_id)
8265
0
{
8266
0
    ImGuiContext& g = *GImGui;
8267
0
    ImGuiWindow* window = g.CurrentWindow;
8268
0
    ImGuiID id = window->GetID(int_id);
8269
0
    window->IDStack.push_back(id);
8270
0
}
8271
8272
// Push a given id value ignoring the ID stack as a seed.
8273
void ImGui::PushOverrideID(ImGuiID id)
8274
0
{
8275
0
    ImGuiContext& g = *GImGui;
8276
0
    ImGuiWindow* window = g.CurrentWindow;
8277
0
    if (g.DebugHookIdInfo == id)
8278
0
        DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL);
8279
0
    window->IDStack.push_back(id);
8280
0
}
8281
8282
// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call
8283
// (note that when using this pattern, TestEngine's "Stack Tool" will tend to not display the intermediate stack level.
8284
//  for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)
8285
ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)
8286
0
{
8287
0
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
8288
0
    ImGuiContext& g = *GImGui;
8289
0
    if (g.DebugHookIdInfo == id)
8290
0
        DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
8291
0
    return id;
8292
0
}
8293
8294
ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed)
8295
0
{
8296
0
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
8297
0
    ImGuiContext& g = *GImGui;
8298
0
    if (g.DebugHookIdInfo == id)
8299
0
        DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
8300
0
    return id;
8301
0
}
8302
8303
void ImGui::PopID()
8304
0
{
8305
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8306
0
    IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window?
8307
0
    window->IDStack.pop_back();
8308
0
}
8309
8310
ImGuiID ImGui::GetID(const char* str_id)
8311
0
{
8312
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8313
0
    return window->GetID(str_id);
8314
0
}
8315
8316
ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
8317
0
{
8318
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8319
0
    return window->GetID(str_id_begin, str_id_end);
8320
0
}
8321
8322
ImGuiID ImGui::GetID(const void* ptr_id)
8323
0
{
8324
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8325
0
    return window->GetID(ptr_id);
8326
0
}
8327
8328
bool ImGui::IsRectVisible(const ImVec2& size)
8329
0
{
8330
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8331
0
    return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
8332
0
}
8333
8334
bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
8335
0
{
8336
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8337
0
    return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
8338
0
}
8339
8340
8341
//-----------------------------------------------------------------------------
8342
// [SECTION] INPUTS
8343
//-----------------------------------------------------------------------------
8344
// - GetKeyData() [Internal]
8345
// - GetKeyIndex() [Internal]
8346
// - GetKeyName()
8347
// - GetKeyChordName() [Internal]
8348
// - CalcTypematicRepeatAmount() [Internal]
8349
// - GetTypematicRepeatRate() [Internal]
8350
// - GetKeyPressedAmount() [Internal]
8351
// - GetKeyMagnitude2d() [Internal]
8352
//-----------------------------------------------------------------------------
8353
// - UpdateKeyRoutingTable() [Internal]
8354
// - GetRoutingIdFromOwnerId() [Internal]
8355
// - GetShortcutRoutingData() [Internal]
8356
// - CalcRoutingScore() [Internal]
8357
// - SetShortcutRouting() [Internal]
8358
// - TestShortcutRouting() [Internal]
8359
//-----------------------------------------------------------------------------
8360
// - IsKeyDown()
8361
// - IsKeyPressed()
8362
// - IsKeyReleased()
8363
//-----------------------------------------------------------------------------
8364
// - IsMouseDown()
8365
// - IsMouseClicked()
8366
// - IsMouseReleased()
8367
// - IsMouseDoubleClicked()
8368
// - GetMouseClickedCount()
8369
// - IsMouseHoveringRect() [Internal]
8370
// - IsMouseDragPastThreshold() [Internal]
8371
// - IsMouseDragging()
8372
// - GetMousePos()
8373
// - GetMousePosOnOpeningCurrentPopup()
8374
// - IsMousePosValid()
8375
// - IsAnyMouseDown()
8376
// - GetMouseDragDelta()
8377
// - ResetMouseDragDelta()
8378
// - GetMouseCursor()
8379
// - SetMouseCursor()
8380
//-----------------------------------------------------------------------------
8381
// - UpdateAliasKey()
8382
// - GetMergedModsFromKeys()
8383
// - UpdateKeyboardInputs()
8384
// - UpdateMouseInputs()
8385
//-----------------------------------------------------------------------------
8386
// - LockWheelingWindow [Internal]
8387
// - FindBestWheelingWindow [Internal]
8388
// - UpdateMouseWheel() [Internal]
8389
//-----------------------------------------------------------------------------
8390
// - SetNextFrameWantCaptureKeyboard()
8391
// - SetNextFrameWantCaptureMouse()
8392
//-----------------------------------------------------------------------------
8393
// - GetInputSourceName() [Internal]
8394
// - DebugPrintInputEvent() [Internal]
8395
// - UpdateInputEvents() [Internal]
8396
//-----------------------------------------------------------------------------
8397
// - GetKeyOwner() [Internal]
8398
// - TestKeyOwner() [Internal]
8399
// - SetKeyOwner() [Internal]
8400
// - SetItemKeyOwner() [Internal]
8401
// - Shortcut() [Internal]
8402
//-----------------------------------------------------------------------------
8403
8404
ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key)
8405
0
{
8406
0
    ImGuiContext& g = *ctx;
8407
8408
    // Special storage location for mods
8409
0
    if (key & ImGuiMod_Mask_)
8410
0
        key = ConvertSingleModFlagToKey(ctx, key);
8411
8412
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8413
    IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);
8414
    if (IsLegacyKey(key) && g.IO.KeyMap[key] != -1)
8415
        key = (ImGuiKey)g.IO.KeyMap[key];  // Remap native->imgui or imgui->native
8416
#else
8417
0
    IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
8418
0
#endif
8419
0
    return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET];
8420
0
}
8421
8422
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8423
ImGuiKey ImGui::GetKeyIndex(ImGuiKey key)
8424
{
8425
    ImGuiContext& g = *GImGui;
8426
    IM_ASSERT(IsNamedKey(key));
8427
    const ImGuiKeyData* key_data = GetKeyData(key);
8428
    return (ImGuiKey)(key_data - g.IO.KeysData);
8429
}
8430
#endif
8431
8432
// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
8433
static const char* const GKeyNames[] =
8434
{
8435
    "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown",
8436
    "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape",
8437
    "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu",
8438
    "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H",
8439
    "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",
8440
    "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12",
8441
    "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket",
8442
    "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen",
8443
    "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",
8444
    "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",
8445
    "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual",
8446
    "GamepadStart", "GamepadBack",
8447
    "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown",
8448
    "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown",
8449
    "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",
8450
    "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown",
8451
    "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown",
8452
    "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY",
8453
    "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names.
8454
};
8455
IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
8456
8457
const char* ImGui::GetKeyName(ImGuiKey key)
8458
0
{
8459
0
    ImGuiContext& g = *GImGui;
8460
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
8461
0
    IM_ASSERT((IsNamedKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
8462
#else
8463
    if (IsLegacyKey(key))
8464
    {
8465
        if (g.IO.KeyMap[key] == -1)
8466
            return "N/A";
8467
        IM_ASSERT(IsNamedKey((ImGuiKey)g.IO.KeyMap[key]));
8468
        key = (ImGuiKey)g.IO.KeyMap[key];
8469
    }
8470
#endif
8471
0
    if (key == ImGuiKey_None)
8472
0
        return "None";
8473
0
    if (key & ImGuiMod_Mask_)
8474
0
        key = ConvertSingleModFlagToKey(&g, key);
8475
0
    if (!IsNamedKey(key))
8476
0
        return "Unknown";
8477
8478
0
    return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];
8479
0
}
8480
8481
// ImGuiMod_Shortcut is translated to either Ctrl or Super.
8482
void ImGui::GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size)
8483
0
{
8484
0
    ImGuiContext& g = *GImGui;
8485
0
    if (key_chord & ImGuiMod_Shortcut)
8486
0
        key_chord = ConvertShortcutMod(key_chord);
8487
0
    ImFormatString(out_buf, (size_t)out_buf_size, "%s%s%s%s%s",
8488
0
        (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "",
8489
0
        (key_chord & ImGuiMod_Shift) ? "Shift+" : "",
8490
0
        (key_chord & ImGuiMod_Alt) ? "Alt+" : "",
8491
0
        (key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "",
8492
0
        GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_)));
8493
0
}
8494
8495
// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
8496
// t1 = current time (e.g.: g.Time)
8497
// An event is triggered at:
8498
//  t = 0.0f     t = repeat_delay,    t = repeat_delay + repeat_rate*N
8499
int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)
8500
0
{
8501
0
    if (t1 == 0.0f)
8502
0
        return 1;
8503
0
    if (t0 >= t1)
8504
0
        return 0;
8505
0
    if (repeat_rate <= 0.0f)
8506
0
        return (t0 < repeat_delay) && (t1 >= repeat_delay);
8507
0
    const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
8508
0
    const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
8509
0
    const int count = count_t1 - count_t0;
8510
0
    return count;
8511
0
}
8512
8513
void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate)
8514
0
{
8515
0
    ImGuiContext& g = *GImGui;
8516
0
    switch (flags & ImGuiInputFlags_RepeatRateMask_)
8517
0
    {
8518
0
    case ImGuiInputFlags_RepeatRateNavMove:             *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return;
8519
0
    case ImGuiInputFlags_RepeatRateNavTweak:            *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return;
8520
0
    case ImGuiInputFlags_RepeatRateDefault: default:    *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return;
8521
0
    }
8522
0
}
8523
8524
// Return value representing the number of presses in the last time period, for the given repeat rate
8525
// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate)
8526
int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate)
8527
0
{
8528
0
    ImGuiContext& g = *GImGui;
8529
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8530
0
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8531
0
        return 0;
8532
0
    const float t = key_data->DownDuration;
8533
0
    return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
8534
0
}
8535
8536
// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values).
8537
ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down)
8538
0
{
8539
0
    return ImVec2(
8540
0
        GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue,
8541
0
        GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue);
8542
0
}
8543
8544
// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.
8545
//   Entries   D,A,B,B,A,C,B     --> A,A,B,B,B,C,D
8546
//   Index     A:1 B:2 C:5 D:0   --> A:0 B:2 C:5 D:6
8547
// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.
8548
static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
8549
0
{
8550
0
    ImGuiContext& g = *GImGui;
8551
0
    rt->EntriesNext.resize(0);
8552
0
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
8553
0
    {
8554
0
        const int new_routing_start_idx = rt->EntriesNext.Size;
8555
0
        ImGuiKeyRoutingData* routing_entry;
8556
0
        for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)
8557
0
        {
8558
0
            routing_entry = &rt->Entries[old_routing_idx];
8559
0
            routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
8560
0
            routing_entry->RoutingNext = ImGuiKeyOwner_None;
8561
0
            routing_entry->RoutingNextScore = 255;
8562
0
            if (routing_entry->RoutingCurr == ImGuiKeyOwner_None)
8563
0
                continue;
8564
0
            rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
8565
8566
            // Apply routing to owner if there's no owner already (RoutingCurr == None at this point)
8567
0
            if (routing_entry->Mods == g.IO.KeyMods)
8568
0
            {
8569
0
                ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
8570
0
                if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
8571
0
                    owner_data->OwnerCurr = routing_entry->RoutingCurr;
8572
0
            }
8573
0
        }
8574
8575
        // Rewrite linked-list
8576
0
        rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);
8577
0
        for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)
8578
0
            rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);
8579
0
    }
8580
0
    rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
8581
0
}
8582
8583
// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope().
8584
static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id)
8585
0
{
8586
0
    ImGuiContext& g = *GImGui;
8587
0
    return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId;
8588
0
}
8589
8590
ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
8591
0
{
8592
    // Majority of shortcuts will be Key + any number of Mods
8593
    // We accept _Single_ mod with ImGuiKey_None.
8594
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl);                    // Legal
8595
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift);   // Legal
8596
    //  - Shortcut(ImGuiMod_Ctrl);                                 // Legal
8597
    //  - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift);                // Not legal
8598
0
    ImGuiContext& g = *GImGui;
8599
0
    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
8600
0
    ImGuiKeyRoutingData* routing_data;
8601
0
    if (key_chord & ImGuiMod_Shortcut)
8602
0
        key_chord = ConvertShortcutMod(key_chord);
8603
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
8604
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
8605
0
    if (key == ImGuiKey_None)
8606
0
        key = ConvertSingleModFlagToKey(&g, mods);
8607
0
    IM_ASSERT(IsNamedKey(key));
8608
8609
    // Get (in the majority of case, the linked list will have one element so this should be 2 reads.
8610
    // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).
8611
0
    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex)
8612
0
    {
8613
0
        routing_data = &rt->Entries[idx];
8614
0
        if (routing_data->Mods == mods)
8615
0
            return routing_data;
8616
0
    }
8617
8618
    // Add to linked-list
8619
0
    ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size;
8620
0
    rt->Entries.push_back(ImGuiKeyRoutingData());
8621
0
    routing_data = &rt->Entries[routing_data_idx];
8622
0
    routing_data->Mods = (ImU16)mods;
8623
0
    routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list
8624
0
    rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx;
8625
0
    return routing_data;
8626
0
}
8627
8628
// Current score encoding (lower is highest priority):
8629
//  -   0: ImGuiInputFlags_RouteGlobalHigh
8630
//  -   1: ImGuiInputFlags_RouteFocused (if item active)
8631
//  -   2: ImGuiInputFlags_RouteGlobal
8632
//  -  3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
8633
//  - 254: ImGuiInputFlags_RouteGlobalLow
8634
//  - 255: never route
8635
// 'flags' should include an explicit routing policy
8636
static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputFlags flags)
8637
0
{
8638
0
    if (flags & ImGuiInputFlags_RouteFocused)
8639
0
    {
8640
0
        ImGuiContext& g = *GImGui;
8641
0
        ImGuiWindow* focused = g.NavWindow;
8642
8643
        // ActiveID gets top priority
8644
        // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)
8645
0
        if (owner_id != 0 && g.ActiveId == owner_id)
8646
0
            return 1;
8647
8648
        // Score based on distance to focused window (lower is better)
8649
        // Assuming both windows are submitting a routing request,
8650
        // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)
8651
        // - When Window/ChildB is focused -> Window scores 4,        Window/ChildB scores 3 (best)
8652
        // Assuming only WindowA is submitting a routing request,
8653
        // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
8654
0
        if (focused != NULL && focused->RootWindow == location->RootWindow)
8655
0
            for (int next_score = 3; focused != NULL; next_score++)
8656
0
            {
8657
0
                if (focused == location)
8658
0
                {
8659
0
                    IM_ASSERT(next_score < 255);
8660
0
                    return next_score;
8661
0
                }
8662
0
                focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path
8663
0
            }
8664
0
        return 255;
8665
0
    }
8666
8667
    // ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional
8668
0
    if (flags & ImGuiInputFlags_RouteGlobal)
8669
0
        return 2;
8670
0
    if (flags & ImGuiInputFlags_RouteGlobalLow)
8671
0
        return 254;
8672
0
    return 0;
8673
0
}
8674
8675
// Request a desired route for an input chord (key + mods).
8676
// Return true if the route is available this frame.
8677
// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
8678
//   (Conceptually this does a "Submit for next frame" + "Test for current frame".
8679
//   As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.)
8680
// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)
8681
// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut.
8682
bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
8683
0
{
8684
0
    ImGuiContext& g = *GImGui;
8685
0
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
8686
0
        flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
8687
0
    else
8688
0
        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used
8689
8690
0
    if (flags & ImGuiInputFlags_RouteUnlessBgFocused)
8691
0
        if (g.NavWindow == NULL)
8692
0
            return false;
8693
0
    if (flags & ImGuiInputFlags_RouteAlways)
8694
0
        return true;
8695
8696
0
    const int score = CalcRoutingScore(g.CurrentWindow, owner_id, flags);
8697
0
    if (score == 255)
8698
0
        return false;
8699
8700
    // Submit routing for NEXT frame (assuming score is sufficient)
8701
    // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <).
8702
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
8703
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
8704
    //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);
8705
0
    if (score < routing_data->RoutingNextScore)
8706
0
    {
8707
0
        routing_data->RoutingNext = routing_id;
8708
0
        routing_data->RoutingNextScore = (ImU8)score;
8709
0
    }
8710
8711
    // Return routing state for CURRENT frame
8712
0
    return routing_data->RoutingCurr == routing_id;
8713
0
}
8714
8715
// Currently unused by core (but used by tests)
8716
// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading.
8717
bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)
8718
0
{
8719
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
8720
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry.
8721
0
    return routing_data->RoutingCurr == routing_id;
8722
0
}
8723
8724
// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.
8725
// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)
8726
bool ImGui::IsKeyDown(ImGuiKey key)
8727
0
{
8728
0
    return IsKeyDown(key, ImGuiKeyOwner_Any);
8729
0
}
8730
8731
bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id)
8732
0
{
8733
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8734
0
    if (!key_data->Down)
8735
0
        return false;
8736
0
    if (!TestKeyOwner(key, owner_id))
8737
0
        return false;
8738
0
    return true;
8739
0
}
8740
8741
bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
8742
0
{
8743
0
    return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
8744
0
}
8745
8746
// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.
8747
bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
8748
0
{
8749
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8750
0
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8751
0
        return false;
8752
0
    const float t = key_data->DownDuration;
8753
0
    if (t < 0.0f)
8754
0
        return false;
8755
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
8756
8757
0
    bool pressed = (t == 0.0f);
8758
0
    if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0))
8759
0
    {
8760
0
        float repeat_delay, repeat_rate;
8761
0
        GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
8762
0
        pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0;
8763
0
    }
8764
0
    if (!pressed)
8765
0
        return false;
8766
0
    if (!TestKeyOwner(key, owner_id))
8767
0
        return false;
8768
0
    return true;
8769
0
}
8770
8771
bool ImGui::IsKeyReleased(ImGuiKey key)
8772
0
{
8773
0
    return IsKeyReleased(key, ImGuiKeyOwner_Any);
8774
0
}
8775
8776
bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id)
8777
0
{
8778
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8779
0
    if (key_data->DownDurationPrev < 0.0f || key_data->Down)
8780
0
        return false;
8781
0
    if (!TestKeyOwner(key, owner_id))
8782
0
        return false;
8783
0
    return true;
8784
0
}
8785
8786
bool ImGui::IsMouseDown(ImGuiMouseButton button)
8787
0
{
8788
0
    ImGuiContext& g = *GImGui;
8789
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8790
0
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array.
8791
0
}
8792
8793
bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id)
8794
0
{
8795
0
    ImGuiContext& g = *GImGui;
8796
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8797
0
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array.
8798
0
}
8799
8800
bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
8801
0
{
8802
0
    return IsMouseClicked(button, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
8803
0
}
8804
8805
bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags)
8806
0
{
8807
0
    ImGuiContext& g = *GImGui;
8808
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8809
0
    if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8810
0
        return false;
8811
0
    const float t = g.IO.MouseDownDuration[button];
8812
0
    if (t < 0.0f)
8813
0
        return false;
8814
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
8815
8816
0
    const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0;
8817
0
    const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);
8818
0
    if (!pressed)
8819
0
        return false;
8820
8821
0
    if (!TestKeyOwner(MouseButtonToKey(button), owner_id))
8822
0
        return false;
8823
8824
0
    return true;
8825
0
}
8826
8827
bool ImGui::IsMouseReleased(ImGuiMouseButton button)
8828
0
{
8829
0
    ImGuiContext& g = *GImGui;
8830
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8831
0
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any)
8832
0
}
8833
8834
bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id)
8835
0
{
8836
0
    ImGuiContext& g = *GImGui;
8837
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8838
0
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id)
8839
0
}
8840
8841
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
8842
0
{
8843
0
    ImGuiContext& g = *GImGui;
8844
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8845
0
    return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any);
8846
0
}
8847
8848
int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
8849
0
{
8850
0
    ImGuiContext& g = *GImGui;
8851
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8852
0
    return g.IO.MouseClickedCount[button];
8853
0
}
8854
8855
// Test if mouse cursor is hovering given rectangle
8856
// NB- Rectangle is clipped by our current clip setting
8857
// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
8858
bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
8859
0
{
8860
0
    ImGuiContext& g = *GImGui;
8861
8862
    // Clip
8863
0
    ImRect rect_clipped(r_min, r_max);
8864
0
    if (clip)
8865
0
        rect_clipped.ClipWith(g.CurrentWindow->ClipRect);
8866
8867
    // Expand for touch input
8868
0
    const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);
8869
0
    if (!rect_for_touch.Contains(g.IO.MousePos))
8870
0
        return false;
8871
0
    if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped))
8872
0
        return false;
8873
0
    return true;
8874
0
}
8875
8876
// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
8877
// [Internal] This doesn't test if the button is pressed
8878
bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
8879
0
{
8880
0
    ImGuiContext& g = *GImGui;
8881
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8882
0
    if (lock_threshold < 0.0f)
8883
0
        lock_threshold = g.IO.MouseDragThreshold;
8884
0
    return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
8885
0
}
8886
8887
bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
8888
0
{
8889
0
    ImGuiContext& g = *GImGui;
8890
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8891
0
    if (!g.IO.MouseDown[button])
8892
0
        return false;
8893
0
    return IsMouseDragPastThreshold(button, lock_threshold);
8894
0
}
8895
8896
ImVec2 ImGui::GetMousePos()
8897
0
{
8898
0
    ImGuiContext& g = *GImGui;
8899
0
    return g.IO.MousePos;
8900
0
}
8901
8902
// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
8903
ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
8904
0
{
8905
0
    ImGuiContext& g = *GImGui;
8906
0
    if (g.BeginPopupStack.Size > 0)
8907
0
        return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;
8908
0
    return g.IO.MousePos;
8909
0
}
8910
8911
// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
8912
bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
8913
0
{
8914
    // The assert is only to silence a false-positive in XCode Static Analysis.
8915
    // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).
8916
0
    IM_ASSERT(GImGui != NULL);
8917
0
    const float MOUSE_INVALID = -256000.0f;
8918
0
    ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
8919
0
    return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
8920
0
}
8921
8922
// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
8923
bool ImGui::IsAnyMouseDown()
8924
0
{
8925
0
    ImGuiContext& g = *GImGui;
8926
0
    for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
8927
0
        if (g.IO.MouseDown[n])
8928
0
            return true;
8929
0
    return false;
8930
0
}
8931
8932
// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
8933
// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
8934
// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.
8935
ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
8936
0
{
8937
0
    ImGuiContext& g = *GImGui;
8938
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8939
0
    if (lock_threshold < 0.0f)
8940
0
        lock_threshold = g.IO.MouseDragThreshold;
8941
0
    if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])
8942
0
        if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
8943
0
            if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))
8944
0
                return g.IO.MousePos - g.IO.MouseClickedPos[button];
8945
0
    return ImVec2(0.0f, 0.0f);
8946
0
}
8947
8948
void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
8949
0
{
8950
0
    ImGuiContext& g = *GImGui;
8951
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8952
    // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
8953
0
    g.IO.MouseClickedPos[button] = g.IO.MousePos;
8954
0
}
8955
8956
// Get desired mouse cursor shape.
8957
// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(),
8958
// updated during the frame, and locked in EndFrame()/Render().
8959
// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you
8960
ImGuiMouseCursor ImGui::GetMouseCursor()
8961
0
{
8962
0
    ImGuiContext& g = *GImGui;
8963
0
    return g.MouseCursor;
8964
0
}
8965
8966
void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
8967
0
{
8968
0
    ImGuiContext& g = *GImGui;
8969
0
    g.MouseCursor = cursor_type;
8970
0
}
8971
8972
static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
8973
0
{
8974
0
    IM_ASSERT(ImGui::IsAliasKey(key));
8975
0
    ImGuiKeyData* key_data = ImGui::GetKeyData(key);
8976
0
    key_data->Down = v;
8977
0
    key_data->AnalogValue = analog_value;
8978
0
}
8979
8980
// [Internal] Do not use directly
8981
static ImGuiKeyChord GetMergedModsFromKeys()
8982
0
{
8983
0
    ImGuiKeyChord mods = 0;
8984
0
    if (ImGui::IsKeyDown(ImGuiMod_Ctrl))     { mods |= ImGuiMod_Ctrl; }
8985
0
    if (ImGui::IsKeyDown(ImGuiMod_Shift))    { mods |= ImGuiMod_Shift; }
8986
0
    if (ImGui::IsKeyDown(ImGuiMod_Alt))      { mods |= ImGuiMod_Alt; }
8987
0
    if (ImGui::IsKeyDown(ImGuiMod_Super))    { mods |= ImGuiMod_Super; }
8988
0
    return mods;
8989
0
}
8990
8991
static void ImGui::UpdateKeyboardInputs()
8992
0
{
8993
0
    ImGuiContext& g = *GImGui;
8994
0
    ImGuiIO& io = g.IO;
8995
8996
    // Import legacy keys or verify they are not used
8997
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8998
    if (io.BackendUsingLegacyKeyArrays == 0)
8999
    {
9000
        // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
9001
        for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
9002
            IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
9003
    }
9004
    else
9005
    {
9006
        if (g.FrameCount == 0)
9007
            for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
9008
                IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!");
9009
9010
        // Build reverse KeyMap (Named -> Legacy)
9011
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
9012
            if (io.KeyMap[n] != -1)
9013
            {
9014
                IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));
9015
                io.KeyMap[io.KeyMap[n]] = n;
9016
            }
9017
9018
        // Import legacy keys into new ones
9019
        for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
9020
            if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)
9021
            {
9022
                const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
9023
                IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
9024
                io.KeysData[key].Down = io.KeysDown[n];
9025
                if (key != n)
9026
                    io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
9027
                io.BackendUsingLegacyKeyArrays = 1;
9028
            }
9029
        if (io.BackendUsingLegacyKeyArrays == 1)
9030
        {
9031
            GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl;
9032
            GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift;
9033
            GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt;
9034
            GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
9035
        }
9036
    }
9037
9038
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9039
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
9040
    if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
9041
    {
9042
        #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1)           do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0)
9043
        #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2)    do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0)
9044
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate);
9045
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel);
9046
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu);
9047
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input);
9048
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft);
9049
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight);
9050
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp);
9051
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown);
9052
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow);
9053
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast);
9054
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft);
9055
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight);
9056
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp);
9057
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
9058
        #undef NAV_MAP_KEY
9059
    }
9060
#endif
9061
#endif
9062
9063
    // Update aliases
9064
0
    for (int n = 0; n < ImGuiMouseButton_COUNT; n++)
9065
0
        UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f);
9066
0
    UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);
9067
0
    UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);
9068
9069
    // Synchronize io.KeyMods and io.KeyXXX values.
9070
    // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) ->                                      -> (here) deriving io.KeyMods + io.KeyXXX from key array.
9071
    // - Legacy backends:      set io.KeyXXX bools               -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
9072
    // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
9073
0
    io.KeyMods = GetMergedModsFromKeys();
9074
0
    io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;
9075
0
    io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;
9076
0
    io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;
9077
0
    io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;
9078
9079
    // Clear gamepad data if disabled
9080
0
    if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
9081
0
        for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)
9082
0
        {
9083
0
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false;
9084
0
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f;
9085
0
        }
9086
9087
    // Update keys
9088
0
    for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++)
9089
0
    {
9090
0
        ImGuiKeyData* key_data = &io.KeysData[i];
9091
0
        key_data->DownDurationPrev = key_data->DownDuration;
9092
0
        key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
9093
0
    }
9094
9095
    // Update keys/input owner (named keys only): one entry per key
9096
0
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
9097
0
    {
9098
0
        ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET];
9099
0
        ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];
9100
0
        owner_data->OwnerCurr = owner_data->OwnerNext;
9101
0
        if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.
9102
0
            owner_data->OwnerNext = ImGuiKeyOwner_None;
9103
0
        owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down;  // Clear LockUntilRelease when key is not Down anymore
9104
0
    }
9105
9106
0
    UpdateKeyRoutingTable(&g.KeysRoutingTable);
9107
0
}
9108
9109
static void ImGui::UpdateMouseInputs()
9110
0
{
9111
0
    ImGuiContext& g = *GImGui;
9112
0
    ImGuiIO& io = g.IO;
9113
9114
    // Mouse Wheel swapping flag
9115
    // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
9116
    // - We avoid doing it on OSX as it the OS input layer handles this already.
9117
    // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature.
9118
    // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source.
9119
0
    io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors;
9120
9121
    // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
9122
0
    if (IsMousePosValid(&io.MousePos))
9123
0
        io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos);
9124
9125
    // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
9126
0
    if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
9127
0
        io.MouseDelta = io.MousePos - io.MousePosPrev;
9128
0
    else
9129
0
        io.MouseDelta = ImVec2(0.0f, 0.0f);
9130
9131
    // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
9132
0
    if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)
9133
0
        g.NavDisableMouseHover = false;
9134
9135
0
    io.MousePosPrev = io.MousePos;
9136
0
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
9137
0
    {
9138
0
        io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;
9139
0
        io.MouseClickedCount[i] = 0; // Will be filled below
9140
0
        io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;
9141
0
        io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];
9142
0
        io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;
9143
0
        if (io.MouseClicked[i])
9144
0
        {
9145
0
            bool is_repeated_click = false;
9146
0
            if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime)
9147
0
            {
9148
0
                ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9149
0
                if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist)
9150
0
                    is_repeated_click = true;
9151
0
            }
9152
0
            if (is_repeated_click)
9153
0
                io.MouseClickedLastCount[i]++;
9154
0
            else
9155
0
                io.MouseClickedLastCount[i] = 1;
9156
0
            io.MouseClickedTime[i] = g.Time;
9157
0
            io.MouseClickedPos[i] = io.MousePos;
9158
0
            io.MouseClickedCount[i] = io.MouseClickedLastCount[i];
9159
0
            io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
9160
0
            io.MouseDragMaxDistanceSqr[i] = 0.0f;
9161
0
        }
9162
0
        else if (io.MouseDown[i])
9163
0
        {
9164
            // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
9165
0
            ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9166
0
            io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
9167
0
            io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
9168
0
            io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
9169
0
        }
9170
9171
        // We provide io.MouseDoubleClicked[] as a legacy service
9172
0
        io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);
9173
9174
        // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
9175
0
        if (io.MouseClicked[i])
9176
0
            g.NavDisableMouseHover = false;
9177
0
    }
9178
0
}
9179
9180
static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount)
9181
0
{
9182
0
    ImGuiContext& g = *GImGui;
9183
0
    if (window)
9184
0
        g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER);
9185
0
    else
9186
0
        g.WheelingWindowReleaseTimer = 0.0f;
9187
0
    if (g.WheelingWindow == window)
9188
0
        return;
9189
0
    IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");
9190
0
    g.WheelingWindow = window;
9191
0
    g.WheelingWindowRefMousePos = g.IO.MousePos;
9192
0
    if (window == NULL)
9193
0
    {
9194
0
        g.WheelingWindowStartFrame = -1;
9195
0
        g.WheelingAxisAvg = ImVec2(0.0f, 0.0f);
9196
0
    }
9197
0
}
9198
9199
static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel)
9200
0
{
9201
    // For each axis, find window in the hierarchy that may want to use scrolling
9202
0
    ImGuiContext& g = *GImGui;
9203
0
    ImGuiWindow* windows[2] = { NULL, NULL };
9204
0
    for (int axis = 0; axis < 2; axis++)
9205
0
        if (wheel[axis] != 0.0f)
9206
0
            for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow)
9207
0
            {
9208
                // Bubble up into parent window if:
9209
                // - a child window doesn't allow any scrolling.
9210
                // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag.
9211
                //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP)
9212
0
                const bool has_scrolling = (window->ScrollMax[axis] != 0.0f);
9213
0
                const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs);
9214
                //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]);
9215
0
                if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits)
9216
0
                    break; // select this window
9217
0
            }
9218
0
    if (windows[0] == NULL && windows[1] == NULL)
9219
0
        return NULL;
9220
9221
    // If there's only one window or only one axis then there's no ambiguity
9222
0
    if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL)
9223
0
        return windows[1] ? windows[1] : windows[0];
9224
9225
    // If candidate are different windows we need to decide which one to prioritize
9226
    // - First frame: only find a winner if one axis is zero.
9227
    // - Subsequent frames: only find a winner when one is more than the other.
9228
0
    if (g.WheelingWindowStartFrame == -1)
9229
0
        g.WheelingWindowStartFrame = g.FrameCount;
9230
0
    if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y))
9231
0
    {
9232
0
        g.WheelingWindowWheelRemainder = wheel;
9233
0
        return NULL;
9234
0
    }
9235
0
    return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1];
9236
0
}
9237
9238
// Called by NewFrame()
9239
void ImGui::UpdateMouseWheel()
9240
0
{
9241
    // Reset the locked window if we move the mouse or after the timer elapses.
9242
    // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795)
9243
0
    ImGuiContext& g = *GImGui;
9244
0
    if (g.WheelingWindow != NULL)
9245
0
    {
9246
0
        g.WheelingWindowReleaseTimer -= g.IO.DeltaTime;
9247
0
        if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
9248
0
            g.WheelingWindowReleaseTimer = 0.0f;
9249
0
        if (g.WheelingWindowReleaseTimer <= 0.0f)
9250
0
            LockWheelingWindow(NULL, 0.0f);
9251
0
    }
9252
9253
0
    ImVec2 wheel;
9254
0
    wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f;
9255
0
    wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f;
9256
9257
    //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
9258
0
    ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
9259
0
    if (!mouse_window || mouse_window->Collapsed)
9260
0
        return;
9261
9262
    // Zoom / Scale window
9263
    // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
9264
0
    if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
9265
0
    {
9266
0
        LockWheelingWindow(mouse_window, wheel.y);
9267
0
        ImGuiWindow* window = mouse_window;
9268
0
        const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
9269
0
        const float scale = new_font_scale / window->FontWindowScale;
9270
0
        window->FontWindowScale = new_font_scale;
9271
0
        if (window == window->RootWindow)
9272
0
        {
9273
0
            const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
9274
0
            SetWindowPos(window, window->Pos + offset, 0);
9275
0
            window->Size = ImFloor(window->Size * scale);
9276
0
            window->SizeFull = ImFloor(window->SizeFull * scale);
9277
0
        }
9278
0
        return;
9279
0
    }
9280
0
    if (g.IO.KeyCtrl)
9281
0
        return;
9282
9283
    // Mouse wheel scrolling
9284
    // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs()
9285
0
    if (g.IO.MouseWheelRequestAxisSwap)
9286
0
        wheel = ImVec2(wheel.y, 0.0f);
9287
9288
    // Maintain a rough average of moving magnitude on both axises
9289
    // FIXME: should by based on wall clock time rather than frame-counter
9290
0
    g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30);
9291
0
    g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30);
9292
9293
    // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now.
9294
0
    wheel += g.WheelingWindowWheelRemainder;
9295
0
    g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f);
9296
0
    if (wheel.x == 0.0f && wheel.y == 0.0f)
9297
0
        return;
9298
9299
    // Mouse wheel scrolling: find target and apply
9300
    // - don't renew lock if axis doesn't apply on the window.
9301
    // - select a main axis when both axises are being moved.
9302
0
    if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel)))
9303
0
        if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
9304
0
        {
9305
0
            bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f };
9306
0
            if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y])
9307
0
                do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false;
9308
0
            if (do_scroll[ImGuiAxis_X])
9309
0
            {
9310
0
                LockWheelingWindow(window, wheel.x);
9311
0
                float max_step = window->InnerRect.GetWidth() * 0.67f;
9312
0
                float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step));
9313
0
                SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
9314
0
            }
9315
0
            if (do_scroll[ImGuiAxis_Y])
9316
0
            {
9317
0
                LockWheelingWindow(window, wheel.y);
9318
0
                float max_step = window->InnerRect.GetHeight() * 0.67f;
9319
0
                float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step));
9320
0
                SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
9321
0
            }
9322
0
        }
9323
0
}
9324
9325
void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard)
9326
0
{
9327
0
    ImGuiContext& g = *GImGui;
9328
0
    g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0;
9329
0
}
9330
9331
void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse)
9332
0
{
9333
0
    ImGuiContext& g = *GImGui;
9334
0
    g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0;
9335
0
}
9336
9337
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9338
static const char* GetInputSourceName(ImGuiInputSource source)
9339
0
{
9340
0
    const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Clipboard" };
9341
0
    IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);
9342
0
    return input_source_names[source];
9343
0
}
9344
static const char* GetMouseSourceName(ImGuiMouseSource source)
9345
0
{
9346
0
    const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" };
9347
0
    IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT);
9348
0
    return mouse_source_names[source];
9349
0
}
9350
static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
9351
0
{
9352
0
    ImGuiContext& g = *GImGui;
9353
0
    if (e->Type == ImGuiInputEventType_MousePos)    { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
9354
0
    if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
9355
0
    if (e->Type == ImGuiInputEventType_MouseWheel)  { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
9356
0
    if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; }
9357
0
    if (e->Type == ImGuiInputEventType_Key)         { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
9358
0
    if (e->Type == ImGuiInputEventType_Text)        { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
9359
0
    if (e->Type == ImGuiInputEventType_Focus)       { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
9360
0
}
9361
#endif
9362
9363
// Process input queue
9364
// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.
9365
// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)
9366
// - trickle_fast_inputs = true  : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)
9367
void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
9368
0
{
9369
0
    ImGuiContext& g = *GImGui;
9370
0
    ImGuiIO& io = g.IO;
9371
9372
    // Only trickle chars<>key when working with InputText()
9373
    // FIXME: InputText() could parse event trail?
9374
    // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)
9375
0
    const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);
9376
9377
0
    bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;
9378
0
    int  mouse_button_changed = 0x00;
9379
0
    ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;
9380
9381
0
    int event_n = 0;
9382
0
    for (; event_n < g.InputEventsQueue.Size; event_n++)
9383
0
    {
9384
0
        ImGuiInputEvent* e = &g.InputEventsQueue[event_n];
9385
0
        if (e->Type == ImGuiInputEventType_MousePos)
9386
0
        {
9387
            // Trickling Rule: Stop processing queued events if we already handled a mouse button change
9388
0
            ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);
9389
0
            if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
9390
0
                break;
9391
0
            io.MousePos = event_pos;
9392
0
            io.MouseSource = e->MousePos.MouseSource;
9393
0
            mouse_moved = true;
9394
0
        }
9395
0
        else if (e->Type == ImGuiInputEventType_MouseButton)
9396
0
        {
9397
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9398
0
            const ImGuiMouseButton button = e->MouseButton.Button;
9399
0
            IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);
9400
0
            if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))
9401
0
                break;
9402
0
            if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover.
9403
0
                break;
9404
0
            io.MouseDown[button] = e->MouseButton.Down;
9405
0
            io.MouseSource = e->MouseButton.MouseSource;
9406
0
            mouse_button_changed |= (1 << button);
9407
0
        }
9408
0
        else if (e->Type == ImGuiInputEventType_MouseWheel)
9409
0
        {
9410
            // Trickling Rule: Stop processing queued events if we got multiple action on the event
9411
0
            if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0))
9412
0
                break;
9413
0
            io.MouseWheelH += e->MouseWheel.WheelX;
9414
0
            io.MouseWheel += e->MouseWheel.WheelY;
9415
0
            io.MouseSource = e->MouseWheel.MouseSource;
9416
0
            mouse_wheeled = true;
9417
0
        }
9418
0
        else if (e->Type == ImGuiInputEventType_MouseViewport)
9419
0
        {
9420
0
            io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID;
9421
0
        }
9422
0
        else if (e->Type == ImGuiInputEventType_Key)
9423
0
        {
9424
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9425
0
            ImGuiKey key = e->Key.Key;
9426
0
            IM_ASSERT(key != ImGuiKey_None);
9427
0
            ImGuiKeyData* key_data = GetKeyData(key);
9428
0
            const int key_data_index = (int)(key_data - g.IO.KeysData);
9429
0
            if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0))
9430
0
                break;
9431
0
            key_data->Down = e->Key.Down;
9432
0
            key_data->AnalogValue = e->Key.AnalogValue;
9433
0
            key_changed = true;
9434
0
            key_changed_mask.SetBit(key_data_index);
9435
9436
            // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
9437
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9438
            io.KeysDown[key_data_index] = key_data->Down;
9439
            if (io.KeyMap[key_data_index] != -1)
9440
                io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down;
9441
#endif
9442
0
        }
9443
0
        else if (e->Type == ImGuiInputEventType_Text)
9444
0
        {
9445
            // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
9446
0
            if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
9447
0
                break;
9448
0
            unsigned int c = e->Text.Char;
9449
0
            io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
9450
0
            if (trickle_interleaved_keys_and_text)
9451
0
                text_inputted = true;
9452
0
        }
9453
0
        else if (e->Type == ImGuiInputEventType_Focus)
9454
0
        {
9455
            // We intentionally overwrite this and process in NewFrame(), in order to give a chance
9456
            // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.
9457
0
            const bool focus_lost = !e->AppFocused.Focused;
9458
0
            io.AppFocusLost = focus_lost;
9459
0
        }
9460
0
        else
9461
0
        {
9462
0
            IM_ASSERT(0 && "Unknown event!");
9463
0
        }
9464
0
    }
9465
9466
    // Record trail (for domain-specific applications wanting to access a precise trail)
9467
    //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n);
9468
0
    for (int n = 0; n < event_n; n++)
9469
0
        g.InputEventsTrail.push_back(g.InputEventsQueue[n]);
9470
9471
    // [DEBUG]
9472
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9473
0
    if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO))
9474
0
        for (int n = 0; n < g.InputEventsQueue.Size; n++)
9475
0
            DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);
9476
0
#endif
9477
9478
    // Remaining events will be processed on the next frame
9479
0
    if (event_n == g.InputEventsQueue.Size)
9480
0
        g.InputEventsQueue.resize(0);
9481
0
    else
9482
0
        g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n);
9483
9484
    // Clear buttons state when focus is lost
9485
    // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle.
9486
    // - we clear in EndFrame() and not now in order allow application/user code polling this flag
9487
    //   (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event).
9488
0
    if (g.IO.AppFocusLost)
9489
0
        g.IO.ClearInputKeys();
9490
0
}
9491
9492
ImGuiID ImGui::GetKeyOwner(ImGuiKey key)
9493
0
{
9494
0
    if (!IsNamedKeyOrModKey(key))
9495
0
        return ImGuiKeyOwner_None;
9496
9497
0
    ImGuiContext& g = *GImGui;
9498
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9499
0
    ImGuiID owner_id = owner_data->OwnerCurr;
9500
9501
0
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9502
0
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9503
0
            return ImGuiKeyOwner_None;
9504
9505
0
    return owner_id;
9506
0
}
9507
9508
// TestKeyOwner(..., ID)   : (owner == None || owner == ID)
9509
// TestKeyOwner(..., None) : (owner == None)
9510
// TestKeyOwner(..., Any)  : no owner test
9511
// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags.
9512
bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
9513
0
{
9514
0
    if (!IsNamedKeyOrModKey(key))
9515
0
        return true;
9516
9517
0
    ImGuiContext& g = *GImGui;
9518
0
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9519
0
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9520
0
            return false;
9521
9522
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9523
0
    if (owner_id == ImGuiKeyOwner_Any)
9524
0
        return (owner_data->LockThisFrame == false);
9525
9526
    // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId
9527
    // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things.
9528
    // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions.
9529
0
    if (owner_data->OwnerCurr != owner_id)
9530
0
    {
9531
0
        if (owner_data->LockThisFrame)
9532
0
            return false;
9533
0
        if (owner_data->OwnerCurr != ImGuiKeyOwner_None)
9534
0
            return false;
9535
0
    }
9536
9537
0
    return true;
9538
0
}
9539
9540
// _LockXXX flags are useful to lock keys away from code which is not input-owner aware.
9541
// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone.
9542
// - SetKeyOwner(..., None)              : clears owner
9543
// - SetKeyOwner(..., Any, !Lock)        : illegal (assert)
9544
// - SetKeyOwner(..., Any or None, Lock) : set lock
9545
void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
9546
0
{
9547
0
    IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)
9548
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function!
9549
9550
0
    ImGuiContext& g = *GImGui;
9551
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9552
0
    owner_data->OwnerCurr = owner_data->OwnerNext = owner_id;
9553
9554
    // We cannot lock by default as it would likely break lots of legacy code.
9555
    // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test)
9556
0
    owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0;
9557
0
    owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease);
9558
0
}
9559
9560
// Rarely used helper
9561
void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9562
0
{
9563
0
    if (key_chord & ImGuiMod_Ctrl)      { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); }
9564
0
    if (key_chord & ImGuiMod_Shift)     { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); }
9565
0
    if (key_chord & ImGuiMod_Alt)       { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); }
9566
0
    if (key_chord & ImGuiMod_Super)     { SetKeyOwner(ImGuiMod_Super, owner_id, flags); }
9567
0
    if (key_chord & ImGuiMod_Shortcut)  { SetKeyOwner(ImGuiMod_Shortcut, owner_id, flags); }
9568
0
    if (key_chord & ~ImGuiMod_Mask_)    { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); }
9569
0
}
9570
9571
// This is more or less equivalent to:
9572
//   if (IsItemHovered() || IsItemActive())
9573
//       SetKeyOwner(key, GetItemID());
9574
// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times.
9575
// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition.
9576
// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority.
9577
void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)
9578
0
{
9579
0
    ImGuiContext& g = *GImGui;
9580
0
    ImGuiID id = g.LastItemData.ID;
9581
0
    if (id == 0 || (g.HoveredId != id && g.ActiveId != id))
9582
0
        return;
9583
0
    if ((flags & ImGuiInputFlags_CondMask_) == 0)
9584
0
        flags |= ImGuiInputFlags_CondDefault_;
9585
0
    if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive)))
9586
0
    {
9587
0
        IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function!
9588
0
        SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_);
9589
0
    }
9590
0
}
9591
9592
bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9593
0
{
9594
0
    ImGuiContext& g = *GImGui;
9595
9596
    // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.
9597
0
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
9598
0
        flags |= ImGuiInputFlags_RouteFocused;
9599
0
    if (!SetShortcutRouting(key_chord, owner_id, flags))
9600
0
        return false;
9601
9602
0
    if (key_chord & ImGuiMod_Shortcut)
9603
0
        key_chord = ConvertShortcutMod(key_chord);
9604
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
9605
0
    if (g.IO.KeyMods != mods)
9606
0
        return false;
9607
9608
    // Special storage location for mods
9609
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
9610
0
    if (key == ImGuiKey_None)
9611
0
        key = ConvertSingleModFlagToKey(&g, mods);
9612
9613
0
    if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateMask_))))
9614
0
        return false;
9615
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!
9616
9617
0
    return true;
9618
0
}
9619
9620
9621
//-----------------------------------------------------------------------------
9622
// [SECTION] ERROR CHECKING
9623
//-----------------------------------------------------------------------------
9624
9625
// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
9626
// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
9627
// If this triggers you have an issue:
9628
// - Most commonly: mismatched headers and compiled code version.
9629
// - Or: mismatched configuration #define, compilation settings, packing pragma etc.
9630
//   The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui,
9631
//   which is way it is required you put them in your imconfig file (and not just before including imgui.h).
9632
//   Otherwise it is possible that different compilation units would see different structure layout
9633
bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
9634
0
{
9635
0
    bool error = false;
9636
0
    if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); }
9637
0
    if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
9638
0
    if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
9639
0
    if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
9640
0
    if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
9641
0
    if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
9642
0
    if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }
9643
0
    return !error;
9644
0
}
9645
9646
// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell)
9647
// This is causing issues and ambiguity and we need to retire that.
9648
// See https://github.com/ocornut/imgui/issues/5548 for more details.
9649
// [Scenario 1]
9650
//  Previously this would make the window content size ~200x200:
9651
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();  // NOT OK
9652
//  Instead, please submit an item:
9653
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK
9654
//  Alternative:
9655
//    Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK
9656
// [Scenario 2]
9657
//  For reference this is one of the issue what we aim to fix with this change:
9658
//    BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup()
9659
//  The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller!
9660
//  While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue.
9661
void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries()
9662
0
{
9663
0
    ImGuiContext& g = *GImGui;
9664
0
    ImGuiWindow* window = g.CurrentWindow;
9665
0
    IM_ASSERT(window->DC.IsSetPos);
9666
0
    window->DC.IsSetPos = false;
9667
0
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
9668
0
    if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y)
9669
0
        return;
9670
0
    if (window->SkipItems)
9671
0
        return;
9672
0
    IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent.");
9673
#else
9674
    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
9675
#endif
9676
0
}
9677
9678
static void ImGui::ErrorCheckNewFrameSanityChecks()
9679
0
{
9680
0
    ImGuiContext& g = *GImGui;
9681
9682
    // Check user IM_ASSERT macro
9683
    // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined!
9684
    //  If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.
9685
    //  This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)
9686
    // #define IM_ASSERT(EXPR)   if (SomeCode(EXPR)) SomeMoreCode();                    // Wrong!
9687
    // #define IM_ASSERT(EXPR)   do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0)   // Correct!
9688
0
    if (true) IM_ASSERT(1); else IM_ASSERT(0);
9689
9690
    // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644)
9691
    // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it.
9692
#ifdef __EMSCRIPTEN__
9693
    if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0)
9694
        g.IO.DeltaTime = 0.00001f;
9695
#endif
9696
9697
    // Check user data
9698
    // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
9699
0
    IM_ASSERT(g.Initialized);
9700
0
    IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0)              && "Need a positive DeltaTime!");
9701
0
    IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount)  && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
9702
0
    IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && "Invalid DisplaySize value!");
9703
0
    IM_ASSERT(g.IO.Fonts->IsBuilt()                                     && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");
9704
0
    IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && "Invalid style setting!");
9705
0
    IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f                 && "Invalid style setting!");
9706
0
    IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
9707
0
    IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
9708
0
    IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
9709
0
    IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);
9710
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9711
    for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
9712
        IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
9713
9714
    // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
9715
    if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
9716
        IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
9717
#endif
9718
9719
    // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
9720
0
    if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
9721
0
        g.IO.ConfigWindowsResizeFromEdges = false;
9722
9723
    // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data.
9724
0
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0)
9725
0
        IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
9726
0
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0)
9727
0
        IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
9728
9729
    // Perform simple checks: multi-viewport and platform windows support
9730
0
    if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
9731
0
    {
9732
0
        if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
9733
0
        {
9734
0
            IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference.");
9735
0
            IM_ASSERT(g.PlatformIO.Platform_CreateWindow  != NULL && "Platform init didn't install handlers?");
9736
0
            IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
9737
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowPos  != NULL && "Platform init didn't install handlers?");
9738
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowPos  != NULL && "Platform init didn't install handlers?");
9739
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?");
9740
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?");
9741
0
            IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?");
9742
0
            IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport.");
9743
0
            if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
9744
0
                IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!");
9745
0
        }
9746
0
        else
9747
0
        {
9748
            // Disable feature, our backends do not support it
9749
0
            g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable;
9750
0
        }
9751
9752
        // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs
9753
0
        for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
9754
0
        {
9755
0
            ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[monitor_n];
9756
0
            IM_UNUSED(mon);
9757
0
            IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly.");
9758
0
            IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them.");
9759
0
            IM_ASSERT(mon.DpiScale != 0.0f);
9760
0
        }
9761
0
    }
9762
0
}
9763
9764
static void ImGui::ErrorCheckEndFrameSanityChecks()
9765
0
{
9766
0
    ImGuiContext& g = *GImGui;
9767
9768
    // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()
9769
    // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().
9770
    // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will
9771
    // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.
9772
    // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
9773
    // while still correctly asserting on mid-frame key press events.
9774
0
    const ImGuiKeyChord key_mods = GetMergedModsFromKeys();
9775
0
    IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
9776
0
    IM_UNUSED(key_mods);
9777
9778
    // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame().
9779
    //ErrorCheckEndFrameRecover();
9780
9781
    // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
9782
    // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
9783
0
    if (g.CurrentWindowStack.Size != 1)
9784
0
    {
9785
0
        if (g.CurrentWindowStack.Size > 1)
9786
0
        {
9787
0
            ImGuiWindow* window = g.CurrentWindowStack.back().Window; // <-- This window was not Ended!
9788
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
9789
0
            IM_UNUSED(window);
9790
0
            while (g.CurrentWindowStack.Size > 1)
9791
0
                End();
9792
0
        }
9793
0
        else
9794
0
        {
9795
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
9796
0
        }
9797
0
    }
9798
9799
0
    IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!");
9800
0
}
9801
9802
// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.
9803
// Must be called during or before EndFrame().
9804
// This is generally flawed as we are not necessarily End/Popping things in the right order.
9805
// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.
9806
// FIXME: Can't recover from interleaved BeginTabBar/Begin
9807
void    ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)
9808
0
{
9809
    // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations"
9810
0
    ImGuiContext& g = *GImGui;
9811
0
    while (g.CurrentWindowStack.Size > 0) //-V1044
9812
0
    {
9813
0
        ErrorCheckEndWindowRecover(log_callback, user_data);
9814
0
        ImGuiWindow* window = g.CurrentWindow;
9815
0
        if (g.CurrentWindowStack.Size == 1)
9816
0
        {
9817
0
            IM_ASSERT(window->IsFallbackWindow);
9818
0
            break;
9819
0
        }
9820
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
9821
0
        {
9822
0
            if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name);
9823
0
            EndChild();
9824
0
        }
9825
0
        else
9826
0
        {
9827
0
            if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name);
9828
0
            End();
9829
0
        }
9830
0
    }
9831
0
}
9832
9833
// Must be called before End()/EndChild()
9834
void    ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data)
9835
0
{
9836
0
    ImGuiContext& g = *GImGui;
9837
0
    while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))
9838
0
    {
9839
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name);
9840
0
        EndTable();
9841
0
    }
9842
9843
0
    ImGuiWindow* window = g.CurrentWindow;
9844
0
    ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin;
9845
0
    IM_ASSERT(window != NULL);
9846
0
    while (g.CurrentTabBar != NULL) //-V1044
9847
0
    {
9848
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name);
9849
0
        EndTabBar();
9850
0
    }
9851
0
    while (window->DC.TreeDepth > 0)
9852
0
    {
9853
0
        if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name);
9854
0
        TreePop();
9855
0
    }
9856
0
    while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044
9857
0
    {
9858
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name);
9859
0
        EndGroup();
9860
0
    }
9861
0
    while (window->IDStack.Size > 1)
9862
0
    {
9863
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name);
9864
0
        PopID();
9865
0
    }
9866
0
    while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044
9867
0
    {
9868
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name);
9869
0
        EndDisabled();
9870
0
    }
9871
0
    while (g.ColorStack.Size > stack_sizes->SizeOfColorStack)
9872
0
    {
9873
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col));
9874
0
        PopStyleColor();
9875
0
    }
9876
0
    while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044
9877
0
    {
9878
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name);
9879
0
        PopItemFlag();
9880
0
    }
9881
0
    while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044
9882
0
    {
9883
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);
9884
0
        PopStyleVar();
9885
0
    }
9886
0
    while (g.FontStack.Size > stack_sizes->SizeOfFontStack) //-V1044
9887
0
    {
9888
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFont() in '%s'", window->Name);
9889
0
        PopFont();
9890
0
    }
9891
0
    while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044
9892
0
    {
9893
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);
9894
0
        PopFocusScope();
9895
0
    }
9896
0
}
9897
9898
// Save current stack sizes for later compare
9899
void ImGuiStackSizes::SetToContextState(ImGuiContext* ctx)
9900
0
{
9901
0
    ImGuiContext& g = *ctx;
9902
0
    ImGuiWindow* window = g.CurrentWindow;
9903
0
    SizeOfIDStack = (short)window->IDStack.Size;
9904
0
    SizeOfColorStack = (short)g.ColorStack.Size;
9905
0
    SizeOfStyleVarStack = (short)g.StyleVarStack.Size;
9906
0
    SizeOfFontStack = (short)g.FontStack.Size;
9907
0
    SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;
9908
0
    SizeOfGroupStack = (short)g.GroupStack.Size;
9909
0
    SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size;
9910
0
    SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;
9911
0
    SizeOfDisabledStack = (short)g.DisabledStackSize;
9912
0
}
9913
9914
// Compare to detect usage errors
9915
void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx)
9916
0
{
9917
0
    ImGuiContext& g = *ctx;
9918
0
    ImGuiWindow* window = g.CurrentWindow;
9919
0
    IM_UNUSED(window);
9920
9921
    // Window stacks
9922
    // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
9923
0
    IM_ASSERT(SizeOfIDStack         == window->IDStack.Size     && "PushID/PopID or TreeNode/TreePop Mismatch!");
9924
9925
    // Global stacks
9926
    // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.
9927
0
    IM_ASSERT(SizeOfGroupStack      == g.GroupStack.Size        && "BeginGroup/EndGroup Mismatch!");
9928
0
    IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size   && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!");
9929
0
    IM_ASSERT(SizeOfDisabledStack   == g.DisabledStackSize      && "BeginDisabled/EndDisabled Mismatch!");
9930
0
    IM_ASSERT(SizeOfItemFlagsStack  >= g.ItemFlagsStack.Size    && "PushItemFlag/PopItemFlag Mismatch!");
9931
0
    IM_ASSERT(SizeOfColorStack      >= g.ColorStack.Size        && "PushStyleColor/PopStyleColor Mismatch!");
9932
0
    IM_ASSERT(SizeOfStyleVarStack   >= g.StyleVarStack.Size     && "PushStyleVar/PopStyleVar Mismatch!");
9933
0
    IM_ASSERT(SizeOfFontStack       >= g.FontStack.Size         && "PushFont/PopFont Mismatch!");
9934
0
    IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size   && "PushFocusScope/PopFocusScope Mismatch!");
9935
0
}
9936
9937
9938
//-----------------------------------------------------------------------------
9939
// [SECTION] LAYOUT
9940
//-----------------------------------------------------------------------------
9941
// - ItemSize()
9942
// - ItemAdd()
9943
// - SameLine()
9944
// - GetCursorScreenPos()
9945
// - SetCursorScreenPos()
9946
// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()
9947
// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()
9948
// - GetCursorStartPos()
9949
// - Indent()
9950
// - Unindent()
9951
// - SetNextItemWidth()
9952
// - PushItemWidth()
9953
// - PushMultiItemsWidths()
9954
// - PopItemWidth()
9955
// - CalcItemWidth()
9956
// - CalcItemSize()
9957
// - GetTextLineHeight()
9958
// - GetTextLineHeightWithSpacing()
9959
// - GetFrameHeight()
9960
// - GetFrameHeightWithSpacing()
9961
// - GetContentRegionMax()
9962
// - GetContentRegionMaxAbs() [Internal]
9963
// - GetContentRegionAvail(),
9964
// - GetWindowContentRegionMin(), GetWindowContentRegionMax()
9965
// - BeginGroup()
9966
// - EndGroup()
9967
// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns.
9968
//-----------------------------------------------------------------------------
9969
9970
// Advance cursor given item size for layout.
9971
// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.
9972
// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.
9973
void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
9974
0
{
9975
0
    ImGuiContext& g = *GImGui;
9976
0
    ImGuiWindow* window = g.CurrentWindow;
9977
0
    if (window->SkipItems)
9978
0
        return;
9979
9980
    // We increase the height in this function to accommodate for baseline offset.
9981
    // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
9982
    // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
9983
0
    const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
9984
9985
0
    const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y;
9986
0
    const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y);
9987
9988
    // Always align ourselves on pixel boundaries
9989
    //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
9990
0
    window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
9991
0
    window->DC.CursorPosPrevLine.y = line_y1;
9992
0
    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);    // Next line
9993
0
    window->DC.CursorPos.y = IM_FLOOR(line_y1 + line_height + g.Style.ItemSpacing.y);                       // Next line
9994
0
    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
9995
0
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
9996
    //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
9997
9998
0
    window->DC.PrevLineSize.y = line_height;
9999
0
    window->DC.CurrLineSize.y = 0.0f;
10000
0
    window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
10001
0
    window->DC.CurrLineTextBaseOffset = 0.0f;
10002
0
    window->DC.IsSameLine = window->DC.IsSetPos = false;
10003
10004
    // Horizontal layout mode
10005
0
    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
10006
0
        SameLine();
10007
0
}
10008
10009
// Declare item bounding box for clipping and interaction.
10010
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
10011
// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
10012
bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)
10013
0
{
10014
0
    ImGuiContext& g = *GImGui;
10015
0
    ImGuiWindow* window = g.CurrentWindow;
10016
10017
    // Set item data
10018
    // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set)
10019
0
    g.LastItemData.ID = id;
10020
0
    g.LastItemData.Rect = bb;
10021
0
    g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb;
10022
0
    g.LastItemData.InFlags = g.CurrentItemFlags | extra_flags;
10023
0
    g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;
10024
10025
    // Directional navigation processing
10026
0
    if (id != 0)
10027
0
    {
10028
0
        KeepAliveID(id);
10029
10030
        // Runs prior to clipping early-out
10031
        //  (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
10032
        //  (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
10033
        //      unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
10034
        //      thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
10035
        //      We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
10036
        //      to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
10037
        // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
10038
        // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
10039
0
        if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav))
10040
0
        {
10041
0
            window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
10042
0
            if (g.NavId == id || g.NavAnyRequest)
10043
0
                if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
10044
0
                    if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
10045
0
                        NavProcessItem();
10046
0
        }
10047
10048
        // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".
10049
        // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
10050
        // READ THE FAQ: https://dearimgui.com/faq
10051
0
        IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
10052
0
    }
10053
0
    g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
10054
10055
#ifdef IMGUI_ENABLE_TEST_ENGINE
10056
    if (id != 0)
10057
        IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData);
10058
#endif
10059
10060
    // Clipping test
10061
    // (FIXME: This is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value)
10062
    //const bool is_clipped = IsClippedEx(bb, id);
10063
    //if (is_clipped)
10064
    //    return false;
10065
0
    const bool is_rect_visible = bb.Overlaps(window->ClipRect);
10066
0
    if (!is_rect_visible)
10067
0
        if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId))
10068
0
            if (!g.LogEnabled)
10069
0
                return false;
10070
10071
    // [DEBUG]
10072
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
10073
0
    if (id != 0 && id == g.DebugLocateId)
10074
0
        DebugLocateItemResolveWithLastItem();
10075
0
#endif
10076
    //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
10077
    //if ((g.LastItemData.InFlags & ImGuiItemFlags_NoNav) == 0)
10078
    //    window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG]
10079
10080
    // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
10081
0
    if (is_rect_visible)
10082
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible;
10083
0
    if (IsMouseHoveringRect(bb.Min, bb.Max))
10084
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;
10085
0
    return true;
10086
0
}
10087
10088
// Gets back to previous line and continue with horizontal layout
10089
//      offset_from_start_x == 0 : follow right after previous item
10090
//      offset_from_start_x != 0 : align to specified x position (relative to window/group left)
10091
//      spacing_w < 0            : use default spacing if pos_x == 0, no spacing if pos_x != 0
10092
//      spacing_w >= 0           : enforce spacing amount
10093
void ImGui::SameLine(float offset_from_start_x, float spacing_w)
10094
0
{
10095
0
    ImGuiContext& g = *GImGui;
10096
0
    ImGuiWindow* window = g.CurrentWindow;
10097
0
    if (window->SkipItems)
10098
0
        return;
10099
10100
0
    if (offset_from_start_x != 0.0f)
10101
0
    {
10102
0
        if (spacing_w < 0.0f)
10103
0
            spacing_w = 0.0f;
10104
0
        window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
10105
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
10106
0
    }
10107
0
    else
10108
0
    {
10109
0
        if (spacing_w < 0.0f)
10110
0
            spacing_w = g.Style.ItemSpacing.x;
10111
0
        window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
10112
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
10113
0
    }
10114
0
    window->DC.CurrLineSize = window->DC.PrevLineSize;
10115
0
    window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
10116
0
    window->DC.IsSameLine = true;
10117
0
}
10118
10119
ImVec2 ImGui::GetCursorScreenPos()
10120
0
{
10121
0
    ImGuiWindow* window = GetCurrentWindowRead();
10122
0
    return window->DC.CursorPos;
10123
0
}
10124
10125
// 2022/08/05: Setting cursor position also extend boundaries (via modifying CursorMaxPos) used to compute window size, group size etc.
10126
// I believe this was is a judicious choice but it's probably being relied upon (it has been the case since 1.31 and 1.50)
10127
// It would be sane if we requested user to use SetCursorPos() + Dummy(ImVec2(0,0)) to extend CursorMaxPos...
10128
void ImGui::SetCursorScreenPos(const ImVec2& pos)
10129
0
{
10130
0
    ImGuiWindow* window = GetCurrentWindow();
10131
0
    window->DC.CursorPos = pos;
10132
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10133
0
    window->DC.IsSetPos = true;
10134
0
}
10135
10136
// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
10137
// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.
10138
ImVec2 ImGui::GetCursorPos()
10139
0
{
10140
0
    ImGuiWindow* window = GetCurrentWindowRead();
10141
0
    return window->DC.CursorPos - window->Pos + window->Scroll;
10142
0
}
10143
10144
float ImGui::GetCursorPosX()
10145
0
{
10146
0
    ImGuiWindow* window = GetCurrentWindowRead();
10147
0
    return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
10148
0
}
10149
10150
float ImGui::GetCursorPosY()
10151
0
{
10152
0
    ImGuiWindow* window = GetCurrentWindowRead();
10153
0
    return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
10154
0
}
10155
10156
void ImGui::SetCursorPos(const ImVec2& local_pos)
10157
0
{
10158
0
    ImGuiWindow* window = GetCurrentWindow();
10159
0
    window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
10160
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10161
0
    window->DC.IsSetPos = true;
10162
0
}
10163
10164
void ImGui::SetCursorPosX(float x)
10165
0
{
10166
0
    ImGuiWindow* window = GetCurrentWindow();
10167
0
    window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
10168
    //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
10169
0
    window->DC.IsSetPos = true;
10170
0
}
10171
10172
void ImGui::SetCursorPosY(float y)
10173
0
{
10174
0
    ImGuiWindow* window = GetCurrentWindow();
10175
0
    window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
10176
    //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
10177
0
    window->DC.IsSetPos = true;
10178
0
}
10179
10180
ImVec2 ImGui::GetCursorStartPos()
10181
0
{
10182
0
    ImGuiWindow* window = GetCurrentWindowRead();
10183
0
    return window->DC.CursorStartPos - window->Pos;
10184
0
}
10185
10186
void ImGui::Indent(float indent_w)
10187
0
{
10188
0
    ImGuiContext& g = *GImGui;
10189
0
    ImGuiWindow* window = GetCurrentWindow();
10190
0
    window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10191
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10192
0
}
10193
10194
void ImGui::Unindent(float indent_w)
10195
0
{
10196
0
    ImGuiContext& g = *GImGui;
10197
0
    ImGuiWindow* window = GetCurrentWindow();
10198
0
    window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10199
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10200
0
}
10201
10202
// Affect large frame+labels widgets only.
10203
void ImGui::SetNextItemWidth(float item_width)
10204
0
{
10205
0
    ImGuiContext& g = *GImGui;
10206
0
    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;
10207
0
    g.NextItemData.Width = item_width;
10208
0
}
10209
10210
// FIXME: Remove the == 0.0f behavior?
10211
void ImGui::PushItemWidth(float item_width)
10212
0
{
10213
0
    ImGuiContext& g = *GImGui;
10214
0
    ImGuiWindow* window = g.CurrentWindow;
10215
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10216
0
    window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
10217
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10218
0
}
10219
10220
void ImGui::PushMultiItemsWidths(int components, float w_full)
10221
0
{
10222
0
    ImGuiContext& g = *GImGui;
10223
0
    ImGuiWindow* window = g.CurrentWindow;
10224
0
    const ImGuiStyle& style = g.Style;
10225
0
    const float w_item_one  = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));
10226
0
    const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));
10227
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10228
0
    window->DC.ItemWidthStack.push_back(w_item_last);
10229
0
    for (int i = 0; i < components - 2; i++)
10230
0
        window->DC.ItemWidthStack.push_back(w_item_one);
10231
0
    window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one;
10232
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10233
0
}
10234
10235
void ImGui::PopItemWidth()
10236
0
{
10237
0
    ImGuiWindow* window = GetCurrentWindow();
10238
0
    window->DC.ItemWidth = window->DC.ItemWidthStack.back();
10239
0
    window->DC.ItemWidthStack.pop_back();
10240
0
}
10241
10242
// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().
10243
// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()
10244
float ImGui::CalcItemWidth()
10245
0
{
10246
0
    ImGuiContext& g = *GImGui;
10247
0
    ImGuiWindow* window = g.CurrentWindow;
10248
0
    float w;
10249
0
    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
10250
0
        w = g.NextItemData.Width;
10251
0
    else
10252
0
        w = window->DC.ItemWidth;
10253
0
    if (w < 0.0f)
10254
0
    {
10255
0
        float region_max_x = GetContentRegionMaxAbs().x;
10256
0
        w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
10257
0
    }
10258
0
    w = IM_FLOOR(w);
10259
0
    return w;
10260
0
}
10261
10262
// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().
10263
// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.
10264
// Note that only CalcItemWidth() is publicly exposed.
10265
// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)
10266
ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
10267
0
{
10268
0
    ImGuiContext& g = *GImGui;
10269
0
    ImGuiWindow* window = g.CurrentWindow;
10270
10271
0
    ImVec2 region_max;
10272
0
    if (size.x < 0.0f || size.y < 0.0f)
10273
0
        region_max = GetContentRegionMaxAbs();
10274
10275
0
    if (size.x == 0.0f)
10276
0
        size.x = default_w;
10277
0
    else if (size.x < 0.0f)
10278
0
        size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x);
10279
10280
0
    if (size.y == 0.0f)
10281
0
        size.y = default_h;
10282
0
    else if (size.y < 0.0f)
10283
0
        size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y);
10284
10285
0
    return size;
10286
0
}
10287
10288
float ImGui::GetTextLineHeight()
10289
0
{
10290
0
    ImGuiContext& g = *GImGui;
10291
0
    return g.FontSize;
10292
0
}
10293
10294
float ImGui::GetTextLineHeightWithSpacing()
10295
0
{
10296
0
    ImGuiContext& g = *GImGui;
10297
0
    return g.FontSize + g.Style.ItemSpacing.y;
10298
0
}
10299
10300
float ImGui::GetFrameHeight()
10301
0
{
10302
0
    ImGuiContext& g = *GImGui;
10303
0
    return g.FontSize + g.Style.FramePadding.y * 2.0f;
10304
0
}
10305
10306
float ImGui::GetFrameHeightWithSpacing()
10307
0
{
10308
0
    ImGuiContext& g = *GImGui;
10309
0
    return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
10310
0
}
10311
10312
// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience!
10313
10314
// FIXME: This is in window space (not screen space!).
10315
ImVec2 ImGui::GetContentRegionMax()
10316
0
{
10317
0
    ImGuiContext& g = *GImGui;
10318
0
    ImGuiWindow* window = g.CurrentWindow;
10319
0
    ImVec2 mx = window->ContentRegionRect.Max - window->Pos;
10320
0
    if (window->DC.CurrentColumns || g.CurrentTable)
10321
0
        mx.x = window->WorkRect.Max.x - window->Pos.x;
10322
0
    return mx;
10323
0
}
10324
10325
// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.
10326
ImVec2 ImGui::GetContentRegionMaxAbs()
10327
0
{
10328
0
    ImGuiContext& g = *GImGui;
10329
0
    ImGuiWindow* window = g.CurrentWindow;
10330
0
    ImVec2 mx = window->ContentRegionRect.Max;
10331
0
    if (window->DC.CurrentColumns || g.CurrentTable)
10332
0
        mx.x = window->WorkRect.Max.x;
10333
0
    return mx;
10334
0
}
10335
10336
ImVec2 ImGui::GetContentRegionAvail()
10337
0
{
10338
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10339
0
    return GetContentRegionMaxAbs() - window->DC.CursorPos;
10340
0
}
10341
10342
// In window space (not screen space!)
10343
ImVec2 ImGui::GetWindowContentRegionMin()
10344
0
{
10345
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10346
0
    return window->ContentRegionRect.Min - window->Pos;
10347
0
}
10348
10349
ImVec2 ImGui::GetWindowContentRegionMax()
10350
0
{
10351
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10352
0
    return window->ContentRegionRect.Max - window->Pos;
10353
0
}
10354
10355
// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
10356
// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.
10357
// FIXME-OPT: Could we safely early out on ->SkipItems?
10358
void ImGui::BeginGroup()
10359
0
{
10360
0
    ImGuiContext& g = *GImGui;
10361
0
    ImGuiWindow* window = g.CurrentWindow;
10362
10363
0
    g.GroupStack.resize(g.GroupStack.Size + 1);
10364
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10365
0
    group_data.WindowID = window->ID;
10366
0
    group_data.BackupCursorPos = window->DC.CursorPos;
10367
0
    group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
10368
0
    group_data.BackupIndent = window->DC.Indent;
10369
0
    group_data.BackupGroupOffset = window->DC.GroupOffset;
10370
0
    group_data.BackupCurrLineSize = window->DC.CurrLineSize;
10371
0
    group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;
10372
0
    group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
10373
0
    group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;
10374
0
    group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
10375
0
    group_data.EmitItem = true;
10376
10377
0
    window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
10378
0
    window->DC.Indent = window->DC.GroupOffset;
10379
0
    window->DC.CursorMaxPos = window->DC.CursorPos;
10380
0
    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
10381
0
    if (g.LogEnabled)
10382
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10383
0
}
10384
10385
void ImGui::EndGroup()
10386
0
{
10387
0
    ImGuiContext& g = *GImGui;
10388
0
    ImGuiWindow* window = g.CurrentWindow;
10389
0
    IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls
10390
10391
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10392
0
    IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?
10393
10394
0
    if (window->DC.IsSetPos)
10395
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
10396
10397
0
    ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));
10398
10399
0
    window->DC.CursorPos = group_data.BackupCursorPos;
10400
0
    window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
10401
0
    window->DC.Indent = group_data.BackupIndent;
10402
0
    window->DC.GroupOffset = group_data.BackupGroupOffset;
10403
0
    window->DC.CurrLineSize = group_data.BackupCurrLineSize;
10404
0
    window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;
10405
0
    if (g.LogEnabled)
10406
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10407
10408
0
    if (!group_data.EmitItem)
10409
0
    {
10410
0
        g.GroupStack.pop_back();
10411
0
        return;
10412
0
    }
10413
10414
0
    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset);      // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
10415
0
    ItemSize(group_bb.GetSize());
10416
0
    ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop);
10417
10418
    // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
10419
    // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
10420
    // Also if you grep for LastItemId you'll notice it is only used in that context.
10421
    // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
10422
0
    const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
10423
0
    const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);
10424
0
    if (group_contains_curr_active_id)
10425
0
        g.LastItemData.ID = g.ActiveId;
10426
0
    else if (group_contains_prev_active_id)
10427
0
        g.LastItemData.ID = g.ActiveIdPreviousFrame;
10428
0
    g.LastItemData.Rect = group_bb;
10429
10430
    // Forward Hovered flag
10431
0
    const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0;
10432
0
    if (group_contains_curr_hovered_id)
10433
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
10434
10435
    // Forward Edited flag
10436
0
    if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
10437
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
10438
10439
    // Forward Deactivated flag
10440
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
10441
0
    if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
10442
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;
10443
10444
0
    g.GroupStack.pop_back();
10445
    //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // [Debug]
10446
0
}
10447
10448
10449
//-----------------------------------------------------------------------------
10450
// [SECTION] SCROLLING
10451
//-----------------------------------------------------------------------------
10452
10453
// Helper to snap on edges when aiming at an item very close to the edge,
10454
// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.
10455
// When we refactor the scrolling API this may be configurable with a flag?
10456
// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.
10457
static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)
10458
0
{
10459
0
    if (target <= snap_min + snap_threshold)
10460
0
        return ImLerp(snap_min, target, center_ratio);
10461
0
    if (target >= snap_max - snap_threshold)
10462
0
        return ImLerp(target, snap_max, center_ratio);
10463
0
    return target;
10464
0
}
10465
10466
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
10467
0
{
10468
0
    ImVec2 scroll = window->Scroll;
10469
0
    ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2);
10470
0
    for (int axis = 0; axis < 2; axis++)
10471
0
    {
10472
0
        if (window->ScrollTarget[axis] < FLT_MAX)
10473
0
        {
10474
0
            float center_ratio = window->ScrollTargetCenterRatio[axis];
10475
0
            float scroll_target = window->ScrollTarget[axis];
10476
0
            if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f)
10477
0
            {
10478
0
                float snap_min = 0.0f;
10479
0
                float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis];
10480
0
                scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio);
10481
0
            }
10482
0
            scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
10483
0
        }
10484
0
        scroll[axis] = IM_FLOOR(ImMax(scroll[axis], 0.0f));
10485
0
        if (!window->Collapsed && !window->SkipItems)
10486
0
            scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);
10487
0
    }
10488
0
    return scroll;
10489
0
}
10490
10491
void ImGui::ScrollToItem(ImGuiScrollFlags flags)
10492
0
{
10493
0
    ImGuiContext& g = *GImGui;
10494
0
    ImGuiWindow* window = g.CurrentWindow;
10495
0
    ScrollToRectEx(window, g.LastItemData.NavRect, flags);
10496
0
}
10497
10498
void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
10499
0
{
10500
0
    ScrollToRectEx(window, item_rect, flags);
10501
0
}
10502
10503
// Scroll to keep newly navigated item fully into view
10504
ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
10505
0
{
10506
0
    ImGuiContext& g = *GImGui;
10507
0
    ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
10508
0
    scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x);
10509
0
    scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y);
10510
    //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG]
10511
    //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG]
10512
10513
    // Check that only one behavior is selected per axis
10514
0
    IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_));
10515
0
    IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_));
10516
10517
    // Defaults
10518
0
    ImGuiScrollFlags in_flags = flags;
10519
0
    if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX)
10520
0
        flags |= ImGuiScrollFlags_KeepVisibleEdgeX;
10521
0
    if ((flags & ImGuiScrollFlags_MaskY_) == 0)
10522
0
        flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY;
10523
10524
0
    const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x;
10525
0
    const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y;
10526
0
    const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
10527
0
    const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
10528
10529
0
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)
10530
0
    {
10531
0
        if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x)
10532
0
            SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f);
10533
0
        else if (item_rect.Max.x >= scroll_rect.Max.x)
10534
0
            SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f);
10535
0
    }
10536
0
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))
10537
0
    {
10538
0
        if (can_be_fully_visible_x)
10539
0
            SetScrollFromPosX(window, ImFloor((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f);
10540
0
        else
10541
0
            SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f);
10542
0
    }
10543
10544
0
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y)
10545
0
    {
10546
0
        if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y)
10547
0
            SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f);
10548
0
        else if (item_rect.Max.y >= scroll_rect.Max.y)
10549
0
            SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f);
10550
0
    }
10551
0
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))
10552
0
    {
10553
0
        if (can_be_fully_visible_y)
10554
0
            SetScrollFromPosY(window, ImFloor((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f);
10555
0
        else
10556
0
            SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f);
10557
0
    }
10558
10559
0
    ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
10560
0
    ImVec2 delta_scroll = next_scroll - window->Scroll;
10561
10562
    // Also scroll parent window to keep us into view if necessary
10563
0
    if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow))
10564
0
    {
10565
        // FIXME-SCROLL: May be an option?
10566
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0)
10567
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX;
10568
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0)
10569
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY;
10570
0
        delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags);
10571
0
    }
10572
10573
0
    return delta_scroll;
10574
0
}
10575
10576
float ImGui::GetScrollX()
10577
0
{
10578
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10579
0
    return window->Scroll.x;
10580
0
}
10581
10582
float ImGui::GetScrollY()
10583
0
{
10584
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10585
0
    return window->Scroll.y;
10586
0
}
10587
10588
float ImGui::GetScrollMaxX()
10589
0
{
10590
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10591
0
    return window->ScrollMax.x;
10592
0
}
10593
10594
float ImGui::GetScrollMaxY()
10595
0
{
10596
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10597
0
    return window->ScrollMax.y;
10598
0
}
10599
10600
void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)
10601
0
{
10602
0
    window->ScrollTarget.x = scroll_x;
10603
0
    window->ScrollTargetCenterRatio.x = 0.0f;
10604
0
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
10605
0
}
10606
10607
void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)
10608
0
{
10609
0
    window->ScrollTarget.y = scroll_y;
10610
0
    window->ScrollTargetCenterRatio.y = 0.0f;
10611
0
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
10612
0
}
10613
10614
void ImGui::SetScrollX(float scroll_x)
10615
0
{
10616
0
    ImGuiContext& g = *GImGui;
10617
0
    SetScrollX(g.CurrentWindow, scroll_x);
10618
0
}
10619
10620
void ImGui::SetScrollY(float scroll_y)
10621
0
{
10622
0
    ImGuiContext& g = *GImGui;
10623
0
    SetScrollY(g.CurrentWindow, scroll_y);
10624
0
}
10625
10626
// Note that a local position will vary depending on initial scroll value,
10627
// This is a little bit confusing so bear with us:
10628
//  - local_pos = (absolution_pos - window->Pos)
10629
//  - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,
10630
//    and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.
10631
//  - They mostly exist because of legacy API.
10632
// Following the rules above, when trying to work with scrolling code, consider that:
10633
//  - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!
10634
//  - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense
10635
// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size
10636
void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
10637
0
{
10638
0
    IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
10639
0
    window->ScrollTarget.x = IM_FLOOR(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset
10640
0
    window->ScrollTargetCenterRatio.x = center_x_ratio;
10641
0
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
10642
0
}
10643
10644
void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
10645
0
{
10646
0
    IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
10647
0
    window->ScrollTarget.y = IM_FLOOR(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset
10648
0
    window->ScrollTargetCenterRatio.y = center_y_ratio;
10649
0
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
10650
0
}
10651
10652
void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
10653
0
{
10654
0
    ImGuiContext& g = *GImGui;
10655
0
    SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);
10656
0
}
10657
10658
void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
10659
0
{
10660
0
    ImGuiContext& g = *GImGui;
10661
0
    SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);
10662
0
}
10663
10664
// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
10665
void ImGui::SetScrollHereX(float center_x_ratio)
10666
0
{
10667
0
    ImGuiContext& g = *GImGui;
10668
0
    ImGuiWindow* window = g.CurrentWindow;
10669
0
    float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x);
10670
0
    float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio);
10671
0
    SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos
10672
10673
    // Tweak: snap on edges when aiming at an item very close to the edge
10674
0
    window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);
10675
0
}
10676
10677
// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
10678
void ImGui::SetScrollHereY(float center_y_ratio)
10679
0
{
10680
0
    ImGuiContext& g = *GImGui;
10681
0
    ImGuiWindow* window = g.CurrentWindow;
10682
0
    float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y);
10683
0
    float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);
10684
0
    SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos
10685
10686
    // Tweak: snap on edges when aiming at an item very close to the edge
10687
0
    window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);
10688
0
}
10689
10690
//-----------------------------------------------------------------------------
10691
// [SECTION] TOOLTIPS
10692
//-----------------------------------------------------------------------------
10693
10694
bool ImGui::BeginTooltip()
10695
0
{
10696
0
    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
10697
0
}
10698
10699
bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags)
10700
0
{
10701
0
    ImGuiContext& g = *GImGui;
10702
10703
0
    if (g.DragDropWithinSource || g.DragDropWithinTarget)
10704
0
    {
10705
        // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor)
10706
        // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor.
10707
        // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do.
10708
        //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
10709
0
        ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale);
10710
0
        SetNextWindowPos(tooltip_pos);
10711
0
        SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
10712
        //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
10713
0
        tooltip_flags |= ImGuiTooltipFlags_OverridePreviousTooltip;
10714
0
    }
10715
10716
0
    char window_name[16];
10717
0
    ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
10718
0
    if (tooltip_flags & ImGuiTooltipFlags_OverridePreviousTooltip)
10719
0
        if (ImGuiWindow* window = FindWindowByName(window_name))
10720
0
            if (window->Active)
10721
0
            {
10722
                // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
10723
0
                SetWindowHiddendAndSkipItemsForCurrentFrame(window);
10724
0
                ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
10725
0
            }
10726
0
    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking;
10727
0
    Begin(window_name, NULL, flags | extra_window_flags);
10728
    // 2023-03-09: Added bool return value to the API, but currently always returning true.
10729
    // If this ever returns false we need to update BeginDragDropSource() accordingly.
10730
    //if (!ret)
10731
    //    End();
10732
    //return ret;
10733
0
    return true;
10734
0
}
10735
10736
void ImGui::EndTooltip()
10737
0
{
10738
0
    IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls
10739
0
    End();
10740
0
}
10741
10742
void ImGui::SetTooltipV(const char* fmt, va_list args)
10743
0
{
10744
0
    if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None))
10745
0
        return;
10746
0
    TextV(fmt, args);
10747
0
    EndTooltip();
10748
0
}
10749
10750
void ImGui::SetTooltip(const char* fmt, ...)
10751
0
{
10752
0
    va_list args;
10753
0
    va_start(args, fmt);
10754
0
    SetTooltipV(fmt, args);
10755
0
    va_end(args);
10756
0
}
10757
10758
//-----------------------------------------------------------------------------
10759
// [SECTION] POPUPS
10760
//-----------------------------------------------------------------------------
10761
10762
// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel
10763
bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)
10764
0
{
10765
0
    ImGuiContext& g = *GImGui;
10766
0
    if (popup_flags & ImGuiPopupFlags_AnyPopupId)
10767
0
    {
10768
        // Return true if any popup is open at the current BeginPopup() level of the popup stack
10769
        // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.
10770
0
        IM_ASSERT(id == 0);
10771
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
10772
0
            return g.OpenPopupStack.Size > 0;
10773
0
        else
10774
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size;
10775
0
    }
10776
0
    else
10777
0
    {
10778
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
10779
0
        {
10780
            // Return true if the popup is open anywhere in the popup stack
10781
0
            for (int n = 0; n < g.OpenPopupStack.Size; n++)
10782
0
                if (g.OpenPopupStack[n].PopupId == id)
10783
0
                    return true;
10784
0
            return false;
10785
0
        }
10786
0
        else
10787
0
        {
10788
            // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)
10789
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
10790
0
        }
10791
0
    }
10792
0
}
10793
10794
bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)
10795
0
{
10796
0
    ImGuiContext& g = *GImGui;
10797
0
    ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);
10798
0
    if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)
10799
0
        IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally
10800
0
    return IsPopupOpen(id, popup_flags);
10801
0
}
10802
10803
// Also see FindBlockingModal(NULL)
10804
ImGuiWindow* ImGui::GetTopMostPopupModal()
10805
0
{
10806
0
    ImGuiContext& g = *GImGui;
10807
0
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
10808
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
10809
0
            if (popup->Flags & ImGuiWindowFlags_Modal)
10810
0
                return popup;
10811
0
    return NULL;
10812
0
}
10813
10814
// See Demo->Stacked Modal to confirm what this is for.
10815
ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal()
10816
0
{
10817
0
    ImGuiContext& g = *GImGui;
10818
0
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
10819
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
10820
0
            if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup))
10821
0
                return popup;
10822
0
    return NULL;
10823
0
}
10824
10825
void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
10826
0
{
10827
0
    ImGuiContext& g = *GImGui;
10828
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
10829
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id);
10830
0
    OpenPopupEx(id, popup_flags);
10831
0
}
10832
10833
void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags)
10834
0
{
10835
0
    OpenPopupEx(id, popup_flags);
10836
0
}
10837
10838
// Mark popup as open (toggle toward open state).
10839
// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
10840
// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
10841
// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
10842
void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
10843
0
{
10844
0
    ImGuiContext& g = *GImGui;
10845
0
    ImGuiWindow* parent_window = g.CurrentWindow;
10846
0
    const int current_stack_size = g.BeginPopupStack.Size;
10847
10848
0
    if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)
10849
0
        if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId))
10850
0
            return;
10851
10852
0
    ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
10853
0
    popup_ref.PopupId = id;
10854
0
    popup_ref.Window = NULL;
10855
0
    popup_ref.BackupNavWindow = g.NavWindow;            // When popup closes focus may be restored to NavWindow (depend on window type).
10856
0
    popup_ref.OpenFrameCount = g.FrameCount;
10857
0
    popup_ref.OpenParentId = parent_window->IDStack.back();
10858
0
    popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
10859
0
    popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
10860
10861
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id);
10862
0
    if (g.OpenPopupStack.Size < current_stack_size + 1)
10863
0
    {
10864
0
        g.OpenPopupStack.push_back(popup_ref);
10865
0
    }
10866
0
    else
10867
0
    {
10868
        // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui
10869
        // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing
10870
        // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand.
10871
0
        if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)
10872
0
        {
10873
0
            g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
10874
0
        }
10875
0
        else
10876
0
        {
10877
            // Close child popups if any, then flag popup for open/reopen
10878
0
            ClosePopupToLevel(current_stack_size, false);
10879
0
            g.OpenPopupStack.push_back(popup_ref);
10880
0
        }
10881
10882
        // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
10883
        // This is equivalent to what ClosePopupToLevel() does.
10884
        //if (g.OpenPopupStack[current_stack_size].PopupId == id)
10885
        //    FocusWindow(parent_window);
10886
0
    }
10887
0
}
10888
10889
// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
10890
// This function closes any popups that are over 'ref_window'.
10891
void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
10892
0
{
10893
0
    ImGuiContext& g = *GImGui;
10894
0
    if (g.OpenPopupStack.Size == 0)
10895
0
        return;
10896
10897
    // Don't close our own child popup windows.
10898
0
    int popup_count_to_keep = 0;
10899
0
    if (ref_window)
10900
0
    {
10901
        // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)
10902
0
        for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)
10903
0
        {
10904
0
            ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];
10905
0
            if (!popup.Window)
10906
0
                continue;
10907
0
            IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
10908
0
            if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
10909
0
                continue;
10910
10911
            // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)
10912
            // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3:
10913
            //     Window -> Popup1 -> Popup2 -> Popup3
10914
            // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree!
10915
            //     Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
10916
0
            bool ref_window_is_descendent_of_popup = false;
10917
0
            for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
10918
0
                if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
10919
                    //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE
10920
0
                    if (IsWindowWithinBeginStackOf(ref_window, popup_window))
10921
0
                    {
10922
0
                        ref_window_is_descendent_of_popup = true;
10923
0
                        break;
10924
0
                    }
10925
0
            if (!ref_window_is_descendent_of_popup)
10926
0
                break;
10927
0
        }
10928
0
    }
10929
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
10930
0
    {
10931
0
        IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : "<NULL>");
10932
0
        ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);
10933
0
    }
10934
0
}
10935
10936
void ImGui::ClosePopupsExceptModals()
10937
0
{
10938
0
    ImGuiContext& g = *GImGui;
10939
10940
0
    int popup_count_to_keep;
10941
0
    for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--)
10942
0
    {
10943
0
        ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window;
10944
0
        if (!window || (window->Flags & ImGuiWindowFlags_Modal))
10945
0
            break;
10946
0
    }
10947
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
10948
0
        ClosePopupToLevel(popup_count_to_keep, true);
10949
0
}
10950
10951
void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)
10952
0
{
10953
0
    ImGuiContext& g = *GImGui;
10954
0
    IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup);
10955
0
    IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
10956
10957
    // Trim open popup stack
10958
0
    ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window;
10959
0
    ImGuiWindow* popup_backup_nav_window = g.OpenPopupStack[remaining].BackupNavWindow;
10960
0
    g.OpenPopupStack.resize(remaining);
10961
10962
0
    if (restore_focus_to_window_under_popup)
10963
0
    {
10964
0
        ImGuiWindow* focus_window = (popup_window && popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : popup_backup_nav_window;
10965
0
        if (focus_window && !focus_window->WasActive && popup_window)
10966
0
            FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback
10967
0
        else
10968
0
            FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None);
10969
0
    }
10970
0
}
10971
10972
// Close the popup we have begin-ed into.
10973
void ImGui::CloseCurrentPopup()
10974
0
{
10975
0
    ImGuiContext& g = *GImGui;
10976
0
    int popup_idx = g.BeginPopupStack.Size - 1;
10977
0
    if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
10978
0
        return;
10979
10980
    // Closing a menu closes its top-most parent popup (unless a modal)
10981
0
    while (popup_idx > 0)
10982
0
    {
10983
0
        ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;
10984
0
        ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;
10985
0
        bool close_parent = false;
10986
0
        if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))
10987
0
            if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar))
10988
0
                close_parent = true;
10989
0
        if (!close_parent)
10990
0
            break;
10991
0
        popup_idx--;
10992
0
    }
10993
0
    IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
10994
0
    ClosePopupToLevel(popup_idx, true);
10995
10996
    // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
10997
    // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.
10998
    // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.
10999
0
    if (ImGuiWindow* window = g.NavWindow)
11000
0
        window->DC.NavHideHighlightOneFrame = true;
11001
0
}
11002
11003
// Attention! BeginPopup() adds default flags which BeginPopupEx()!
11004
bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
11005
0
{
11006
0
    ImGuiContext& g = *GImGui;
11007
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
11008
0
    {
11009
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11010
0
        return false;
11011
0
    }
11012
11013
0
    char name[20];
11014
0
    if (flags & ImGuiWindowFlags_ChildMenu)
11015
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth
11016
0
    else
11017
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
11018
11019
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking;
11020
0
    bool is_open = Begin(name, NULL, flags);
11021
0
    if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
11022
0
        EndPopup();
11023
11024
0
    return is_open;
11025
0
}
11026
11027
bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
11028
0
{
11029
0
    ImGuiContext& g = *GImGui;
11030
0
    if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance
11031
0
    {
11032
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11033
0
        return false;
11034
0
    }
11035
0
    flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;
11036
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
11037
0
    return BeginPopupEx(id, flags);
11038
0
}
11039
11040
// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.
11041
// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here.
11042
bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
11043
0
{
11044
0
    ImGuiContext& g = *GImGui;
11045
0
    ImGuiWindow* window = g.CurrentWindow;
11046
0
    const ImGuiID id = window->GetID(name);
11047
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
11048
0
    {
11049
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11050
0
        return false;
11051
0
    }
11052
11053
    // Center modal windows by default for increased visibility
11054
    // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)
11055
    // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
11056
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
11057
0
    {
11058
0
        const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport?
11059
0
        SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
11060
0
    }
11061
11062
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking;
11063
0
    const bool is_open = Begin(name, p_open, flags);
11064
0
    if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
11065
0
    {
11066
0
        EndPopup();
11067
0
        if (is_open)
11068
0
            ClosePopupToLevel(g.BeginPopupStack.Size, true);
11069
0
        return false;
11070
0
    }
11071
0
    return is_open;
11072
0
}
11073
11074
void ImGui::EndPopup()
11075
0
{
11076
0
    ImGuiContext& g = *GImGui;
11077
0
    ImGuiWindow* window = g.CurrentWindow;
11078
0
    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls
11079
0
    IM_ASSERT(g.BeginPopupStack.Size > 0);
11080
11081
    // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)
11082
0
    if (g.NavWindow == window)
11083
0
        NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
11084
11085
    // Child-popups don't need to be laid out
11086
0
    IM_ASSERT(g.WithinEndChild == false);
11087
0
    if (window->Flags & ImGuiWindowFlags_ChildWindow)
11088
0
        g.WithinEndChild = true;
11089
0
    End();
11090
0
    g.WithinEndChild = false;
11091
0
}
11092
11093
// Helper to open a popup if mouse button is released over the item
11094
// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()
11095
void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)
11096
0
{
11097
0
    ImGuiContext& g = *GImGui;
11098
0
    ImGuiWindow* window = g.CurrentWindow;
11099
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11100
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11101
0
    {
11102
0
        ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11103
0
        IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11104
0
        OpenPopupEx(id, popup_flags);
11105
0
    }
11106
0
}
11107
11108
// This is a helper to handle the simplest case of associating one named popup to one given widget.
11109
// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id.
11110
// - To create a popup with a specific identifier, pass it in str_id.
11111
//    - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call.
11112
//    - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id.
11113
// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
11114
//   This is essentially the same as:
11115
//       id = str_id ? GetID(str_id) : GetItemID();
11116
//       OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight);
11117
//       return BeginPopup(id);
11118
//   Which is essentially the same as:
11119
//       id = str_id ? GetID(str_id) : GetItemID();
11120
//       if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
11121
//           OpenPopup(id);
11122
//       return BeginPopup(id);
11123
//   The main difference being that this is tweaked to avoid computing the ID twice.
11124
bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
11125
0
{
11126
0
    ImGuiContext& g = *GImGui;
11127
0
    ImGuiWindow* window = g.CurrentWindow;
11128
0
    if (window->SkipItems)
11129
0
        return false;
11130
0
    ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11131
0
    IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11132
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11133
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11134
0
        OpenPopupEx(id, popup_flags);
11135
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11136
0
}
11137
11138
bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)
11139
0
{
11140
0
    ImGuiContext& g = *GImGui;
11141
0
    ImGuiWindow* window = g.CurrentWindow;
11142
0
    if (!str_id)
11143
0
        str_id = "window_context";
11144
0
    ImGuiID id = window->GetID(str_id);
11145
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11146
0
    if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11147
0
        if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())
11148
0
            OpenPopupEx(id, popup_flags);
11149
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11150
0
}
11151
11152
bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)
11153
0
{
11154
0
    ImGuiContext& g = *GImGui;
11155
0
    ImGuiWindow* window = g.CurrentWindow;
11156
0
    if (!str_id)
11157
0
        str_id = "void_context";
11158
0
    ImGuiID id = window->GetID(str_id);
11159
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11160
0
    if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
11161
0
        if (GetTopMostPopupModal() == NULL)
11162
0
            OpenPopupEx(id, popup_flags);
11163
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11164
0
}
11165
11166
// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
11167
// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
11168
// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor
11169
//  information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.
11170
//  this allows us to have tooltips/popups displayed out of the parent viewport.)
11171
ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
11172
0
{
11173
0
    ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
11174
    //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
11175
    //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
11176
11177
    // Combo Box policy (we want a connecting edge)
11178
0
    if (policy == ImGuiPopupPositionPolicy_ComboBox)
11179
0
    {
11180
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
11181
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11182
0
        {
11183
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11184
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11185
0
                continue;
11186
0
            ImVec2 pos;
11187
0
            if (dir == ImGuiDir_Down)  pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y);          // Below, Toward Right (default)
11188
0
            if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
11189
0
            if (dir == ImGuiDir_Left)  pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
11190
0
            if (dir == ImGuiDir_Up)    pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
11191
0
            if (!r_outer.Contains(ImRect(pos, pos + size)))
11192
0
                continue;
11193
0
            *last_dir = dir;
11194
0
            return pos;
11195
0
        }
11196
0
    }
11197
11198
    // Tooltip and Default popup policy
11199
    // (Always first try the direction we used on the last frame, if any)
11200
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)
11201
0
    {
11202
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
11203
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11204
0
        {
11205
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11206
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11207
0
                continue;
11208
11209
0
            const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
11210
0
            const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
11211
11212
            // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)
11213
0
            if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))
11214
0
                continue;
11215
0
            if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))
11216
0
                continue;
11217
11218
0
            ImVec2 pos;
11219
0
            pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
11220
0
            pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
11221
11222
            // Clamp top-left corner of popup
11223
0
            pos.x = ImMax(pos.x, r_outer.Min.x);
11224
0
            pos.y = ImMax(pos.y, r_outer.Min.y);
11225
11226
0
            *last_dir = dir;
11227
0
            return pos;
11228
0
        }
11229
0
    }
11230
11231
    // Fallback when not enough room:
11232
0
    *last_dir = ImGuiDir_None;
11233
11234
    // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
11235
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip)
11236
0
        return ref_pos + ImVec2(2, 2);
11237
11238
    // Otherwise try to keep within display
11239
0
    ImVec2 pos = ref_pos;
11240
0
    pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
11241
0
    pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
11242
0
    return pos;
11243
0
}
11244
11245
// Note that this is used for popups, which can overlap the non work-area of individual viewports.
11246
ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
11247
0
{
11248
0
    ImGuiContext& g = *GImGui;
11249
0
    ImRect r_screen;
11250
0
    if (window->ViewportAllowPlatformMonitorExtend >= 0)
11251
0
    {
11252
        // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here)
11253
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend];
11254
0
        r_screen.Min = monitor.WorkPos;
11255
0
        r_screen.Max = monitor.WorkPos + monitor.WorkSize;
11256
0
    }
11257
0
    else
11258
0
    {
11259
        // Use the full viewport area (not work area) for popups
11260
0
        r_screen = window->Viewport->GetMainRect();
11261
0
    }
11262
0
    ImVec2 padding = g.Style.DisplaySafeAreaPadding;
11263
0
    r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
11264
0
    return r_screen;
11265
0
}
11266
11267
ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
11268
0
{
11269
0
    ImGuiContext& g = *GImGui;
11270
11271
0
    ImRect r_outer = GetPopupAllowedExtentRect(window);
11272
0
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
11273
0
    {
11274
        // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
11275
        // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
11276
0
        ImGuiWindow* parent_window = window->ParentWindow;
11277
0
        float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
11278
0
        ImRect r_avoid;
11279
0
        if (parent_window->DC.MenuBarAppending)
11280
0
            r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
11281
0
        else
11282
0
            r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
11283
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
11284
0
    }
11285
0
    if (window->Flags & ImGuiWindowFlags_Popup)
11286
0
    {
11287
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here
11288
0
    }
11289
0
    if (window->Flags & ImGuiWindowFlags_Tooltip)
11290
0
    {
11291
        // Position tooltip (always follows mouse)
11292
0
        float sc = g.Style.MouseCursorScale;
11293
0
        ImVec2 ref_pos = NavCalcPreferredRefPos();
11294
0
        ImRect r_avoid;
11295
0
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
11296
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
11297
0
        else
11298
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
11299
0
        return FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
11300
0
    }
11301
0
    IM_ASSERT(0);
11302
0
    return window->Pos;
11303
0
}
11304
11305
//-----------------------------------------------------------------------------
11306
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
11307
//-----------------------------------------------------------------------------
11308
11309
// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked.
11310
// In our terminology those should be interchangeable, yet right now this is super confusing.
11311
// Those two functions are merely a legacy artifact, so at minimum naming should be clarified.
11312
11313
void ImGui::SetNavWindow(ImGuiWindow* window)
11314
0
{
11315
0
    ImGuiContext& g = *GImGui;
11316
0
    if (g.NavWindow != window)
11317
0
    {
11318
0
        IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : "<NULL>");
11319
0
        g.NavWindow = window;
11320
0
    }
11321
0
    g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11322
0
    NavUpdateAnyRequestFlag();
11323
0
}
11324
11325
void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis)
11326
0
{
11327
0
    ImGuiContext& g = *GImGui;
11328
0
    g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX;
11329
0
}
11330
11331
void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
11332
0
{
11333
0
    ImGuiContext& g = *GImGui;
11334
0
    IM_ASSERT(g.NavWindow != NULL);
11335
0
    IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu);
11336
0
    g.NavId = id;
11337
0
    g.NavLayer = nav_layer;
11338
0
    g.NavFocusScopeId = focus_scope_id;
11339
0
    g.NavWindow->NavLastIds[nav_layer] = id;
11340
0
    g.NavWindow->NavRectRel[nav_layer] = rect_rel;
11341
11342
    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
11343
0
    NavClearPreferredPosForAxis(ImGuiAxis_X);
11344
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
11345
0
}
11346
11347
void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
11348
0
{
11349
0
    ImGuiContext& g = *GImGui;
11350
0
    IM_ASSERT(id != 0);
11351
11352
0
    if (g.NavWindow != window)
11353
0
       SetNavWindow(window);
11354
11355
    // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid.
11356
    // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
11357
0
    const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
11358
0
    g.NavId = id;
11359
0
    g.NavLayer = nav_layer;
11360
0
    g.NavFocusScopeId = g.CurrentFocusScopeId;
11361
0
    window->NavLastIds[nav_layer] = id;
11362
0
    if (g.LastItemData.ID == id)
11363
0
        window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11364
11365
0
    if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
11366
0
        g.NavDisableMouseHover = true;
11367
0
    else
11368
0
        g.NavDisableHighlight = true;
11369
11370
    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
11371
0
    NavClearPreferredPosForAxis(ImGuiAxis_X);
11372
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
11373
0
}
11374
11375
static ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
11376
0
{
11377
0
    if (ImFabs(dx) > ImFabs(dy))
11378
0
        return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
11379
0
    return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
11380
0
}
11381
11382
static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max)
11383
0
{
11384
0
    if (cand_max < curr_min)
11385
0
        return cand_max - curr_min;
11386
0
    if (curr_max < cand_min)
11387
0
        return cand_min - curr_max;
11388
0
    return 0.0f;
11389
0
}
11390
11391
// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
11392
static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
11393
0
{
11394
0
    ImGuiContext& g = *GImGui;
11395
0
    ImGuiWindow* window = g.CurrentWindow;
11396
0
    if (g.NavLayer != window->DC.NavLayerCurrent)
11397
0
        return false;
11398
11399
    // FIXME: Those are not good variables names
11400
0
    ImRect cand = g.LastItemData.NavRect;   // Current item nav rectangle
11401
0
    const ImRect curr = g.NavScoringRect;   // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
11402
0
    g.NavScoringDebugCount++;
11403
11404
    // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
11405
0
    if (window->ParentWindow == g.NavWindow)
11406
0
    {
11407
0
        IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
11408
0
        if (!window->ClipRect.Overlaps(cand))
11409
0
            return false;
11410
0
        cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
11411
0
    }
11412
11413
    // Compute distance between boxes
11414
    // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
11415
0
    float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
11416
0
    float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
11417
0
    if (dby != 0.0f && dbx != 0.0f)
11418
0
        dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
11419
0
    float dist_box = ImFabs(dbx) + ImFabs(dby);
11420
11421
    // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)
11422
0
    float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
11423
0
    float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
11424
0
    float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)
11425
11426
    // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
11427
0
    ImGuiDir quadrant;
11428
0
    float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
11429
0
    if (dbx != 0.0f || dby != 0.0f)
11430
0
    {
11431
        // For non-overlapping boxes, use distance between boxes
11432
0
        dax = dbx;
11433
0
        day = dby;
11434
0
        dist_axial = dist_box;
11435
0
        quadrant = ImGetDirQuadrantFromDelta(dbx, dby);
11436
0
    }
11437
0
    else if (dcx != 0.0f || dcy != 0.0f)
11438
0
    {
11439
        // For overlapping boxes with different centers, use distance between centers
11440
0
        dax = dcx;
11441
0
        day = dcy;
11442
0
        dist_axial = dist_center;
11443
0
        quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);
11444
0
    }
11445
0
    else
11446
0
    {
11447
        // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)
11448
0
        quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
11449
0
    }
11450
11451
0
    const ImGuiDir move_dir = g.NavMoveDir;
11452
#if IMGUI_DEBUG_NAV_SCORING
11453
    char buf[200];
11454
    if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate.
11455
    {
11456
        if (quadrant == move_dir)
11457
        {
11458
            ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
11459
            ImDrawList* draw_list = GetForegroundDrawList(window);
11460
            draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80));
11461
            draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200));
11462
            draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);
11463
        }
11464
    }
11465
    const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max);
11466
    const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space));
11467
    if (debug_hovering || debug_tty)
11468
    {
11469
        ImFormatString(buf, IM_ARRAYSIZE(buf),
11470
            "d-box    (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial  (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c",
11471
            dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]);
11472
        if (debug_hovering)
11473
        {
11474
            ImDrawList* draw_list = GetForegroundDrawList(window);
11475
            draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100));
11476
            draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200));
11477
            draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200));
11478
            draw_list->AddText(cand.Max, ~0U, buf);
11479
        }
11480
        if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); }
11481
    }
11482
#endif
11483
11484
    // Is it in the quadrant we're interested in moving to?
11485
0
    bool new_best = false;
11486
0
    if (quadrant == move_dir)
11487
0
    {
11488
        // Does it beat the current best candidate?
11489
0
        if (dist_box < result->DistBox)
11490
0
        {
11491
0
            result->DistBox = dist_box;
11492
0
            result->DistCenter = dist_center;
11493
0
            return true;
11494
0
        }
11495
0
        if (dist_box == result->DistBox)
11496
0
        {
11497
            // Try using distance between center points to break ties
11498
0
            if (dist_center < result->DistCenter)
11499
0
            {
11500
0
                result->DistCenter = dist_center;
11501
0
                new_best = true;
11502
0
            }
11503
0
            else if (dist_center == result->DistCenter)
11504
0
            {
11505
                // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
11506
                // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
11507
                // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.
11508
0
                if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
11509
0
                    new_best = true;
11510
0
            }
11511
0
        }
11512
0
    }
11513
11514
    // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches
11515
    // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
11516
    // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.
11517
    // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
11518
    // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
11519
0
    if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial)  // Check axial match
11520
0
        if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
11521
0
            if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f))
11522
0
            {
11523
0
                result->DistAxial = dist_axial;
11524
0
                new_best = true;
11525
0
            }
11526
11527
0
    return new_best;
11528
0
}
11529
11530
static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)
11531
0
{
11532
0
    ImGuiContext& g = *GImGui;
11533
0
    ImGuiWindow* window = g.CurrentWindow;
11534
0
    result->Window = window;
11535
0
    result->ID = g.LastItemData.ID;
11536
0
    result->FocusScopeId = g.CurrentFocusScopeId;
11537
0
    result->InFlags = g.LastItemData.InFlags;
11538
0
    result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11539
0
}
11540
11541
// True when current work location may be scrolled horizontally when moving left / right.
11542
// This is generally always true UNLESS within a column. We don't have a vertical equivalent.
11543
void ImGui::NavUpdateCurrentWindowIsScrollPushableX()
11544
0
{
11545
0
    ImGuiContext& g = *GImGui;
11546
0
    ImGuiWindow* window = g.CurrentWindow;
11547
0
    window->DC.NavIsScrollPushableX = (g.CurrentTable == NULL && window->DC.CurrentColumns == NULL);
11548
0
}
11549
11550
// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
11551
// This is called after LastItemData is set.
11552
static void ImGui::NavProcessItem()
11553
0
{
11554
0
    ImGuiContext& g = *GImGui;
11555
0
    ImGuiWindow* window = g.CurrentWindow;
11556
0
    const ImGuiID id = g.LastItemData.ID;
11557
0
    const ImGuiItemFlags item_flags = g.LastItemData.InFlags;
11558
11559
    // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221)
11560
0
    if (window->DC.NavIsScrollPushableX == false)
11561
0
    {
11562
0
        g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
11563
0
        g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
11564
0
    }
11565
0
    const ImRect nav_bb = g.LastItemData.NavRect;
11566
11567
    // Process Init Request
11568
0
    if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)
11569
0
    {
11570
        // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
11571
0
        const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0;
11572
0
        if (candidate_for_nav_default_focus || g.NavInitResult.ID == 0)
11573
0
        {
11574
0
            NavApplyItemToResult(&g.NavInitResult);
11575
0
        }
11576
0
        if (candidate_for_nav_default_focus)
11577
0
        {
11578
0
            g.NavInitRequest = false; // Found a match, clear request
11579
0
            NavUpdateAnyRequestFlag();
11580
0
        }
11581
0
    }
11582
11583
    // Process Move Request (scoring for navigation)
11584
    // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)
11585
0
    if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0)
11586
0
    {
11587
0
        const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) != 0;
11588
0
        if (is_tabbing)
11589
0
        {
11590
0
            NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags);
11591
0
        }
11592
0
        else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId))
11593
0
        {
11594
0
            ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
11595
0
            if (NavScoreItem(result))
11596
0
                NavApplyItemToResult(result);
11597
11598
            // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
11599
0
            const float VISIBLE_RATIO = 0.70f;
11600
0
            if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
11601
0
                if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
11602
0
                    if (NavScoreItem(&g.NavMoveResultLocalVisible))
11603
0
                        NavApplyItemToResult(&g.NavMoveResultLocalVisible);
11604
0
        }
11605
0
    }
11606
11607
    // Update information for currently focused/navigated item
11608
0
    if (g.NavId == id)
11609
0
    {
11610
0
        if (g.NavWindow != window)
11611
0
            SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window.
11612
0
        g.NavLayer = window->DC.NavLayerCurrent;
11613
0
        g.NavFocusScopeId = g.CurrentFocusScopeId;
11614
0
        g.NavIdIsAlive = true;
11615
0
        window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position)
11616
0
    }
11617
0
}
11618
11619
// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest().
11620
// Note that SetKeyboardFocusHere() API calls are considered tabbing requests!
11621
// - Case 1: no nav/active id:    set result to first eligible item, stop storing.
11622
// - Case 2: tab forward:         on ref id set counter, on counter elapse store result
11623
// - Case 3: tab forward wrap:    set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request
11624
// - Case 4: tab backward:        store all results, on ref id pick prev, stop storing
11625
// - Case 5: tab backward wrap:   store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested
11626
void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags)
11627
0
{
11628
0
    ImGuiContext& g = *GImGui;
11629
11630
0
    if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0)
11631
0
        if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent)
11632
0
            return;
11633
11634
    // - Can always land on an item when using API call.
11635
    // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item.
11636
    // - Tabbing without _NavEnableKeyboard: goes through inputable items only.
11637
0
    bool can_stop;
11638
0
    if (move_flags & ImGuiNavMoveFlags_FocusApi)
11639
0
        can_stop = true;
11640
0
    else
11641
0
        can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable));
11642
11643
    // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows)
11644
0
    ImGuiNavItemData* result = &g.NavMoveResultLocal;
11645
0
    if (g.NavTabbingDir == +1)
11646
0
    {
11647
        // Tab Forward or SetKeyboardFocusHere() with >= 0
11648
0
        if (can_stop && g.NavTabbingResultFirst.ID == 0)
11649
0
            NavApplyItemToResult(&g.NavTabbingResultFirst);
11650
0
        if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0)
11651
0
            NavMoveRequestResolveWithLastItem(result);
11652
0
        else if (g.NavId == id)
11653
0
            g.NavTabbingCounter = 1;
11654
0
    }
11655
0
    else if (g.NavTabbingDir == -1)
11656
0
    {
11657
        // Tab Backward
11658
0
        if (g.NavId == id)
11659
0
        {
11660
0
            if (result->ID)
11661
0
            {
11662
0
                g.NavMoveScoringItems = false;
11663
0
                NavUpdateAnyRequestFlag();
11664
0
            }
11665
0
        }
11666
0
        else if (can_stop)
11667
0
        {
11668
            // Keep applying until reaching NavId
11669
0
            NavApplyItemToResult(result);
11670
0
        }
11671
0
    }
11672
0
    else if (g.NavTabbingDir == 0)
11673
0
    {
11674
0
        if (can_stop && g.NavId == id)
11675
0
            NavMoveRequestResolveWithLastItem(result);
11676
0
        if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init
11677
0
            NavApplyItemToResult(&g.NavTabbingResultFirst);
11678
0
    }
11679
0
}
11680
11681
bool ImGui::NavMoveRequestButNoResultYet()
11682
0
{
11683
0
    ImGuiContext& g = *GImGui;
11684
0
    return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
11685
0
}
11686
11687
// FIXME: ScoringRect is not set
11688
void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
11689
0
{
11690
0
    ImGuiContext& g = *GImGui;
11691
0
    IM_ASSERT(g.NavWindow != NULL);
11692
11693
0
    if (move_flags & ImGuiNavMoveFlags_Tabbing)
11694
0
        move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId;
11695
11696
0
    g.NavMoveSubmitted = g.NavMoveScoringItems = true;
11697
0
    g.NavMoveDir = move_dir;
11698
0
    g.NavMoveDirForDebug = move_dir;
11699
0
    g.NavMoveClipDir = clip_dir;
11700
0
    g.NavMoveFlags = move_flags;
11701
0
    g.NavMoveScrollFlags = scroll_flags;
11702
0
    g.NavMoveForwardToNextFrame = false;
11703
0
    g.NavMoveKeyMods = g.IO.KeyMods;
11704
0
    g.NavMoveResultLocal.Clear();
11705
0
    g.NavMoveResultLocalVisible.Clear();
11706
0
    g.NavMoveResultOther.Clear();
11707
0
    g.NavTabbingCounter = 0;
11708
0
    g.NavTabbingResultFirst.Clear();
11709
0
    NavUpdateAnyRequestFlag();
11710
0
}
11711
11712
void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)
11713
0
{
11714
0
    ImGuiContext& g = *GImGui;
11715
0
    g.NavMoveScoringItems = false; // Ensure request doesn't need more processing
11716
0
    NavApplyItemToResult(result);
11717
0
    NavUpdateAnyRequestFlag();
11718
0
}
11719
11720
void ImGui::NavMoveRequestCancel()
11721
0
{
11722
0
    ImGuiContext& g = *GImGui;
11723
0
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11724
0
    NavUpdateAnyRequestFlag();
11725
0
}
11726
11727
// Forward will reuse the move request again on the next frame (generally with modifications done to it)
11728
void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
11729
0
{
11730
0
    ImGuiContext& g = *GImGui;
11731
0
    IM_ASSERT(g.NavMoveForwardToNextFrame == false);
11732
0
    NavMoveRequestCancel();
11733
0
    g.NavMoveForwardToNextFrame = true;
11734
0
    g.NavMoveDir = move_dir;
11735
0
    g.NavMoveClipDir = clip_dir;
11736
0
    g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded;
11737
0
    g.NavMoveScrollFlags = scroll_flags;
11738
0
}
11739
11740
// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
11741
// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final.
11742
void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags)
11743
0
{
11744
0
    ImGuiContext& g = *GImGui;
11745
0
    IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY
11746
11747
    // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it:
11748
    // as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest().
11749
0
    if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main)
11750
0
        g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags;
11751
0
}
11752
11753
// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).
11754
// This way we could find the last focused window among our children. It would be much less confusing this way?
11755
static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)
11756
0
{
11757
0
    ImGuiWindow* parent = nav_window;
11758
0
    while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
11759
0
        parent = parent->ParentWindow;
11760
0
    if (parent && parent != nav_window)
11761
0
        parent->NavLastChildNavWindow = nav_window;
11762
0
}
11763
11764
// Restore the last focused child.
11765
// Call when we are expected to land on the Main Layer (0) after FocusWindow()
11766
static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
11767
0
{
11768
0
    if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)
11769
0
        return window->NavLastChildNavWindow;
11770
0
    if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar)
11771
0
        if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar))
11772
0
            return tab->Window;
11773
0
    return window;
11774
0
}
11775
11776
void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
11777
0
{
11778
0
    ImGuiContext& g = *GImGui;
11779
0
    if (layer == ImGuiNavLayer_Main)
11780
0
    {
11781
0
        ImGuiWindow* prev_nav_window = g.NavWindow;
11782
0
        g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);    // FIXME-NAV: Should clear ongoing nav requests?
11783
0
        if (prev_nav_window)
11784
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name);
11785
0
    }
11786
0
    ImGuiWindow* window = g.NavWindow;
11787
0
    if (window->NavLastIds[layer] != 0)
11788
0
    {
11789
0
        SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
11790
0
    }
11791
0
    else
11792
0
    {
11793
0
        g.NavLayer = layer;
11794
0
        NavInitWindow(window, true);
11795
0
    }
11796
0
}
11797
11798
void ImGui::NavRestoreHighlightAfterMove()
11799
0
{
11800
0
    ImGuiContext& g = *GImGui;
11801
0
    g.NavDisableHighlight = false;
11802
0
    g.NavDisableMouseHover = g.NavMousePosDirty = true;
11803
0
}
11804
11805
static inline void ImGui::NavUpdateAnyRequestFlag()
11806
0
{
11807
0
    ImGuiContext& g = *GImGui;
11808
0
    g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
11809
0
    if (g.NavAnyRequest)
11810
0
        IM_ASSERT(g.NavWindow != NULL);
11811
0
}
11812
11813
// This needs to be called before we submit any widget (aka in or before Begin)
11814
void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
11815
0
{
11816
    // FIXME: ChildWindow test here is wrong for docking
11817
0
    ImGuiContext& g = *GImGui;
11818
0
    IM_ASSERT(window == g.NavWindow);
11819
11820
0
    if (window->Flags & ImGuiWindowFlags_NoNavInputs)
11821
0
    {
11822
0
        g.NavId = 0;
11823
0
        g.NavFocusScopeId = window->NavRootFocusScopeId;
11824
0
        return;
11825
0
    }
11826
11827
0
    bool init_for_nav = false;
11828
0
    if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
11829
0
        init_for_nav = true;
11830
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
11831
0
    if (init_for_nav)
11832
0
    {
11833
0
        SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect());
11834
0
        g.NavInitRequest = true;
11835
0
        g.NavInitRequestFromMove = false;
11836
0
        g.NavInitResult.ID = 0;
11837
0
        NavUpdateAnyRequestFlag();
11838
0
    }
11839
0
    else
11840
0
    {
11841
0
        g.NavId = window->NavLastIds[0];
11842
0
        g.NavFocusScopeId = window->NavRootFocusScopeId;
11843
0
    }
11844
0
}
11845
11846
static ImVec2 ImGui::NavCalcPreferredRefPos()
11847
0
{
11848
0
    ImGuiContext& g = *GImGui;
11849
0
    ImGuiWindow* window = g.NavWindow;
11850
0
    if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window)
11851
0
    {
11852
        // Mouse (we need a fallback in case the mouse becomes invalid after being used)
11853
        // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard.
11854
        // In theory we could move that +1.0f offset in OpenPopupEx()
11855
0
        ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos;
11856
0
        return ImVec2(p.x + 1.0f, p.y);
11857
0
    }
11858
0
    else
11859
0
    {
11860
        // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item
11861
        // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?)
11862
0
        ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]);
11863
0
        if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX))
11864
0
        {
11865
0
            ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
11866
0
            rect_rel.Translate(window->Scroll - next_scroll);
11867
0
        }
11868
0
        ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
11869
0
        ImGuiViewport* viewport = window->Viewport;
11870
0
        return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
11871
0
    }
11872
0
}
11873
11874
float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis)
11875
0
{
11876
0
    ImGuiContext& g = *GImGui;
11877
0
    float repeat_delay, repeat_rate;
11878
0
    GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate);
11879
11880
0
    ImGuiKey key_less, key_more;
11881
0
    if (g.NavInputSource == ImGuiInputSource_Gamepad)
11882
0
    {
11883
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp;
11884
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown;
11885
0
    }
11886
0
    else
11887
0
    {
11888
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow;
11889
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow;
11890
0
    }
11891
0
    float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate);
11892
0
    if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase
11893
0
        amount = 0.0f;
11894
0
    return amount;
11895
0
}
11896
11897
static void ImGui::NavUpdate()
11898
0
{
11899
0
    ImGuiContext& g = *GImGui;
11900
0
    ImGuiIO& io = g.IO;
11901
11902
0
    io.WantSetMousePos = false;
11903
    //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
11904
11905
    // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard)
11906
    // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource?
11907
0
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
11908
0
    const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown };
11909
0
    if (nav_gamepad_active)
11910
0
        for (ImGuiKey key : nav_gamepad_keys_to_change_source)
11911
0
            if (IsKeyDown(key))
11912
0
                g.NavInputSource = ImGuiInputSource_Gamepad;
11913
0
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
11914
0
    const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow };
11915
0
    if (nav_keyboard_active)
11916
0
        for (ImGuiKey key : nav_keyboard_keys_to_change_source)
11917
0
            if (IsKeyDown(key))
11918
0
                g.NavInputSource = ImGuiInputSource_Keyboard;
11919
11920
    // Process navigation init request (select first/default focus)
11921
0
    g.NavJustMovedToId = 0;
11922
0
    if (g.NavInitResult.ID != 0)
11923
0
        NavInitRequestApplyResult();
11924
0
    g.NavInitRequest = false;
11925
0
    g.NavInitRequestFromMove = false;
11926
0
    g.NavInitResult.ID = 0;
11927
11928
    // Process navigation move request
11929
0
    if (g.NavMoveSubmitted)
11930
0
        NavMoveRequestApplyResult();
11931
0
    g.NavTabbingCounter = 0;
11932
0
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11933
11934
    // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)
11935
0
    bool set_mouse_pos = false;
11936
0
    if (g.NavMousePosDirty && g.NavIdIsAlive)
11937
0
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
11938
0
            set_mouse_pos = true;
11939
0
    g.NavMousePosDirty = false;
11940
0
    IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
11941
11942
    // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0
11943
0
    if (g.NavWindow)
11944
0
        NavSaveLastChildNavWindowIntoParent(g.NavWindow);
11945
0
    if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)
11946
0
        g.NavWindow->NavLastChildNavWindow = NULL;
11947
11948
    // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
11949
0
    NavUpdateWindowing();
11950
11951
    // Set output flags for user application
11952
0
    io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
11953
0
    io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
11954
11955
    // Process NavCancel input (to close a popup, get back to parent, clear focus)
11956
0
    NavUpdateCancelRequest();
11957
11958
    // Process manual activation request
11959
0
    g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0;
11960
0
    g.NavActivateFlags = ImGuiActivateFlags_None;
11961
0
    if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
11962
0
    {
11963
0
        const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate));
11964
0
        const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false)));
11965
0
        const bool input_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Enter)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput));
11966
0
        const bool input_pressed = input_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Enter, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false)));
11967
0
        if (g.ActiveId == 0 && activate_pressed)
11968
0
        {
11969
0
            g.NavActivateId = g.NavId;
11970
0
            g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;
11971
0
        }
11972
0
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
11973
0
        {
11974
0
            g.NavActivateId = g.NavId;
11975
0
            g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
11976
0
        }
11977
0
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down))
11978
0
            g.NavActivateDownId = g.NavId;
11979
0
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed))
11980
0
            g.NavActivatePressedId = g.NavId;
11981
0
    }
11982
0
    if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
11983
0
        g.NavDisableHighlight = true;
11984
0
    if (g.NavActivateId != 0)
11985
0
        IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
11986
11987
    // Process programmatic activation request
11988
    // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
11989
0
    if (g.NavNextActivateId != 0)
11990
0
    {
11991
0
        g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;
11992
0
        g.NavActivateFlags = g.NavNextActivateFlags;
11993
0
    }
11994
0
    g.NavNextActivateId = 0;
11995
11996
    // Process move requests
11997
0
    NavUpdateCreateMoveRequest();
11998
0
    if (g.NavMoveDir == ImGuiDir_None)
11999
0
        NavUpdateCreateTabbingRequest();
12000
0
    NavUpdateAnyRequestFlag();
12001
0
    g.NavIdIsAlive = false;
12002
12003
    // Scrolling
12004
0
    if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
12005
0
    {
12006
        // *Fallback* manual-scroll with Nav directional keys when window has no navigable item
12007
0
        ImGuiWindow* window = g.NavWindow;
12008
0
        const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
12009
0
        const ImGuiDir move_dir = g.NavMoveDir;
12010
0
        if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None)
12011
0
        {
12012
0
            if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
12013
0
                SetScrollX(window, ImFloor(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
12014
0
            if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)
12015
0
                SetScrollY(window, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
12016
0
        }
12017
12018
        // *Normal* Manual scroll with LStick
12019
        // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
12020
0
        if (nav_gamepad_active)
12021
0
        {
12022
0
            const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
12023
0
            const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;
12024
0
            if (scroll_dir.x != 0.0f && window->ScrollbarX)
12025
0
                SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
12026
0
            if (scroll_dir.y != 0.0f)
12027
0
                SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));
12028
0
        }
12029
0
    }
12030
12031
    // Always prioritize mouse highlight if navigation is disabled
12032
0
    if (!nav_keyboard_active && !nav_gamepad_active)
12033
0
    {
12034
0
        g.NavDisableHighlight = true;
12035
0
        g.NavDisableMouseHover = set_mouse_pos = false;
12036
0
    }
12037
12038
    // Update mouse position if requested
12039
    // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied)
12040
0
    if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
12041
0
    {
12042
0
        io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos();
12043
0
        io.WantSetMousePos = true;
12044
        //IMGUI_DEBUG_LOG_IO("SetMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);
12045
0
    }
12046
12047
    // [DEBUG]
12048
0
    g.NavScoringDebugCount = 0;
12049
#if IMGUI_DEBUG_NAV_RECTS
12050
    if (ImGuiWindow* debug_window = g.NavWindow)
12051
    {
12052
        ImDrawList* draw_list = GetForegroundDrawList(debug_window);
12053
        int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); }
12054
        //if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
12055
    }
12056
#endif
12057
0
}
12058
12059
void ImGui::NavInitRequestApplyResult()
12060
0
{
12061
    // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
12062
0
    ImGuiContext& g = *GImGui;
12063
0
    if (!g.NavWindow)
12064
0
        return;
12065
12066
0
    ImGuiNavItemData* result = &g.NavInitResult;
12067
0
    if (g.NavId != result->ID)
12068
0
    {
12069
0
        g.NavJustMovedToId = result->ID;
12070
0
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12071
0
        g.NavJustMovedToKeyMods = 0;
12072
0
    }
12073
12074
    // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
12075
    // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
12076
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
12077
0
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
12078
0
    g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result
12079
0
    if (g.NavInitRequestFromMove)
12080
0
        NavRestoreHighlightAfterMove();
12081
0
}
12082
12083
// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position
12084
static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags)
12085
0
{
12086
    // Bias initial rect
12087
0
    ImGuiContext& g = *GImGui;
12088
0
    const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos;
12089
12090
    // Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias.
12091
    // - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column.
12092
    // - But each successful move sets new bias on one axis, only cleared when using mouse.
12093
0
    if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0)
12094
0
    {
12095
0
        if (preferred_pos_rel.x == FLT_MAX)
12096
0
            preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x;
12097
0
        if (preferred_pos_rel.y == FLT_MAX)
12098
0
            preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y;
12099
0
    }
12100
12101
    // Apply general bias on the other axis
12102
0
    if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX)
12103
0
        r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x;
12104
0
    else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX)
12105
0
        r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y;
12106
0
}
12107
12108
void ImGui::NavUpdateCreateMoveRequest()
12109
0
{
12110
0
    ImGuiContext& g = *GImGui;
12111
0
    ImGuiIO& io = g.IO;
12112
0
    ImGuiWindow* window = g.NavWindow;
12113
0
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12114
0
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12115
12116
0
    if (g.NavMoveForwardToNextFrame && window != NULL)
12117
0
    {
12118
        // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
12119
        // (preserve most state, which were already set by the NavMoveRequestForward() function)
12120
0
        IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
12121
0
        IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded);
12122
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
12123
0
    }
12124
0
    else
12125
0
    {
12126
        // Initiate directional inputs request
12127
0
        g.NavMoveDir = ImGuiDir_None;
12128
0
        g.NavMoveFlags = ImGuiNavMoveFlags_None;
12129
0
        g.NavMoveScrollFlags = ImGuiScrollFlags_None;
12130
0
        if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
12131
0
        {
12132
0
            const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove;
12133
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Left)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }
12134
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }
12135
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Up)    && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp,    ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow,    ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }
12136
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Down)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; }
12137
0
        }
12138
0
        g.NavMoveClipDir = g.NavMoveDir;
12139
0
        g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
12140
0
    }
12141
12142
    // Update PageUp/PageDown/Home/End scroll
12143
    // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
12144
0
    float scoring_rect_offset_y = 0.0f;
12145
0
    if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)
12146
0
        scoring_rect_offset_y = NavUpdatePageUpPageDown();
12147
0
    if (scoring_rect_offset_y != 0.0f)
12148
0
    {
12149
0
        g.NavScoringNoClipRect = window->InnerRect;
12150
0
        g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y);
12151
0
    }
12152
12153
    // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction.
12154
#if IMGUI_DEBUG_NAV_SCORING
12155
    //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C))
12156
    //    g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);
12157
    if (io.KeyCtrl)
12158
    {
12159
        if (g.NavMoveDir == ImGuiDir_None)
12160
            g.NavMoveDir = g.NavMoveDirForDebug;
12161
        g.NavMoveClipDir = g.NavMoveDir;
12162
        g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult;
12163
    }
12164
#endif
12165
12166
    // Submit
12167
0
    g.NavMoveForwardToNextFrame = false;
12168
0
    if (g.NavMoveDir != ImGuiDir_None)
12169
0
        NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags);
12170
12171
    // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match)
12172
0
    if (g.NavMoveSubmitted && g.NavId == 0)
12173
0
    {
12174
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "<NULL>", g.NavLayer);
12175
0
        g.NavInitRequest = g.NavInitRequestFromMove = true;
12176
0
        g.NavInitResult.ID = 0;
12177
0
        g.NavDisableHighlight = false;
12178
0
    }
12179
12180
    // When using gamepad, we project the reference nav bounding box into window visible area.
12181
    // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling,
12182
    // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse).
12183
0
    if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded))
12184
0
    {
12185
0
        bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0;
12186
0
        bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0;
12187
0
        ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)));
12188
12189
        // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171)
12190
        // Otherwise 'inner_rect_rel' would be off on the move result frame.
12191
0
        inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll);
12192
12193
0
        if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
12194
0
        {
12195
0
            IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n");
12196
0
            float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f);
12197
0
            float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item
12198
0
            inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX;
12199
0
            inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX;
12200
0
            inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;
12201
0
            inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX;
12202
0
            window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel);
12203
0
            g.NavId = 0;
12204
0
        }
12205
0
    }
12206
12207
    // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
12208
0
    ImRect scoring_rect;
12209
0
    if (window != NULL)
12210
0
    {
12211
0
        ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
12212
0
        scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);
12213
0
        scoring_rect.TranslateY(scoring_rect_offset_y);
12214
0
        if (g.NavMoveSubmitted)
12215
0
            NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags);
12216
0
        IM_ASSERT(!scoring_rect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem().
12217
        //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
12218
        //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
12219
0
    }
12220
0
    g.NavScoringRect = scoring_rect;
12221
0
    g.NavScoringNoClipRect.Add(scoring_rect);
12222
0
}
12223
12224
void ImGui::NavUpdateCreateTabbingRequest()
12225
0
{
12226
0
    ImGuiContext& g = *GImGui;
12227
0
    ImGuiWindow* window = g.NavWindow;
12228
0
    IM_ASSERT(g.NavMoveDir == ImGuiDir_None);
12229
0
    if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))
12230
0
        return;
12231
12232
0
    const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
12233
0
    if (!tab_pressed)
12234
0
        return;
12235
12236
    // Initiate tabbing request
12237
    // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!)
12238
    // Initially this was designed to use counters and modulo arithmetic, but that could not work with unsubmitted items (list clipper). Instead we use a strategy close to other move requests.
12239
    // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.
12240
0
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12241
0
    if (nav_keyboard_active)
12242
0
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavDisableHighlight == true && g.ActiveId == 0) ? 0 : +1;
12243
0
    else
12244
0
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;
12245
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_Activate;
12246
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
12247
0
    ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;
12248
0
    NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
12249
0
    g.NavTabbingCounter = -1;
12250
0
}
12251
12252
// Apply result from previous frame navigation directional move request. Always called from NavUpdate()
12253
void ImGui::NavMoveRequestApplyResult()
12254
0
{
12255
0
    ImGuiContext& g = *GImGui;
12256
#if IMGUI_DEBUG_NAV_SCORING
12257
    if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times
12258
        return;
12259
#endif
12260
12261
    // Select which result to use
12262
0
    ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;
12263
12264
    // Tabbing forward wrap
12265
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && result == NULL)
12266
0
        if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID)
12267
0
            result = &g.NavTabbingResultFirst;
12268
12269
    // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
12270
0
    const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
12271
0
    if (result == NULL)
12272
0
    {
12273
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)
12274
0
            g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavHighlight;
12275
0
        if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
12276
0
            NavRestoreHighlightAfterMove();
12277
0
        NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis.
12278
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n");
12279
0
        return;
12280
0
    }
12281
12282
    // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
12283
0
    if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
12284
0
        if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)
12285
0
            result = &g.NavMoveResultLocalVisible;
12286
12287
    // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
12288
0
    if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
12289
0
        if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
12290
0
            result = &g.NavMoveResultOther;
12291
0
    IM_ASSERT(g.NavWindow && result->Window);
12292
12293
    // Scroll to keep newly navigated item fully into view.
12294
0
    if (g.NavLayer == ImGuiNavLayer_Main)
12295
0
    {
12296
0
        ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel);
12297
0
        ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);
12298
12299
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)
12300
0
        {
12301
            // FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge?
12302
0
            float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
12303
0
            SetScrollY(result->Window, scroll_target);
12304
0
        }
12305
0
    }
12306
12307
0
    if (g.NavWindow != result->Window)
12308
0
    {
12309
0
        IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name);
12310
0
        g.NavWindow = result->Window;
12311
0
    }
12312
0
    if (g.ActiveId != result->ID)
12313
0
        ClearActiveID();
12314
0
    if (g.NavId != result->ID && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0)
12315
0
    {
12316
        // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
12317
0
        g.NavJustMovedToId = result->ID;
12318
0
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12319
0
        g.NavJustMovedToKeyMods = g.NavMoveKeyMods;
12320
0
    }
12321
12322
    // Apply new NavID/Focus
12323
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
12324
0
    ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer];
12325
0
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
12326
12327
    // Restore last preferred position for current axis
12328
    // (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..)
12329
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) == 0)
12330
0
    {
12331
0
        preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis];
12332
0
        g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel;
12333
0
    }
12334
12335
    // Tabbing: Activates Inputable, otherwise only Focus
12336
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && (result->InFlags & ImGuiItemFlags_Inputable) == 0)
12337
0
        g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate;
12338
12339
    // Activate
12340
0
    if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate)
12341
0
    {
12342
0
        g.NavNextActivateId = result->ID;
12343
0
        g.NavNextActivateFlags = ImGuiActivateFlags_None;
12344
0
        g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavHighlight;
12345
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)
12346
0
            g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState;
12347
0
    }
12348
12349
    // Enable nav highlight
12350
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
12351
0
        NavRestoreHighlightAfterMove();
12352
0
}
12353
12354
// Process NavCancel input (to close a popup, get back to parent, clear focus)
12355
// FIXME: In order to support e.g. Escape to clear a selection we'll need:
12356
// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it.
12357
// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept
12358
static void ImGui::NavUpdateCancelRequest()
12359
0
{
12360
0
    ImGuiContext& g = *GImGui;
12361
0
    const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12362
0
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12363
0
    if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None)))
12364
0
        return;
12365
12366
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n");
12367
0
    if (g.ActiveId != 0)
12368
0
    {
12369
0
        ClearActiveID();
12370
0
    }
12371
0
    else if (g.NavLayer != ImGuiNavLayer_Main)
12372
0
    {
12373
        // Leave the "menu" layer
12374
0
        NavRestoreLayer(ImGuiNavLayer_Main);
12375
0
        NavRestoreHighlightAfterMove();
12376
0
    }
12377
0
    else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
12378
0
    {
12379
        // Exit child window
12380
0
        ImGuiWindow* child_window = g.NavWindow;
12381
0
        ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
12382
0
        IM_ASSERT(child_window->ChildId != 0);
12383
0
        ImRect child_rect = child_window->Rect();
12384
0
        FocusWindow(parent_window);
12385
0
        SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect));
12386
0
        NavRestoreHighlightAfterMove();
12387
0
    }
12388
0
    else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
12389
0
    {
12390
        // Close open popup/menu
12391
0
        ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
12392
0
    }
12393
0
    else
12394
0
    {
12395
        // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
12396
0
        if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
12397
0
            g.NavWindow->NavLastIds[0] = 0;
12398
0
        g.NavId = 0;
12399
0
    }
12400
0
}
12401
12402
// Handle PageUp/PageDown/Home/End keys
12403
// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request
12404
// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference
12405
// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid?
12406
static float ImGui::NavUpdatePageUpPageDown()
12407
0
{
12408
0
    ImGuiContext& g = *GImGui;
12409
0
    ImGuiWindow* window = g.NavWindow;
12410
0
    if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)
12411
0
        return 0.0f;
12412
12413
0
    const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None);
12414
0
    const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None);
12415
0
    const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
12416
0
    const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
12417
0
    if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
12418
0
        return 0.0f;
12419
12420
0
    if (g.NavLayer != ImGuiNavLayer_Main)
12421
0
        NavRestoreLayer(ImGuiNavLayer_Main);
12422
12423
0
    if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY)
12424
0
    {
12425
        // Fallback manual-scroll when window has no navigable item
12426
0
        if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
12427
0
            SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
12428
0
        else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
12429
0
            SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
12430
0
        else if (home_pressed)
12431
0
            SetScrollY(window, 0.0f);
12432
0
        else if (end_pressed)
12433
0
            SetScrollY(window, window->ScrollMax.y);
12434
0
    }
12435
0
    else
12436
0
    {
12437
0
        ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
12438
0
        const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
12439
0
        float nav_scoring_rect_offset_y = 0.0f;
12440
0
        if (IsKeyPressed(ImGuiKey_PageUp, true))
12441
0
        {
12442
0
            nav_scoring_rect_offset_y = -page_offset_y;
12443
0
            g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
12444
0
            g.NavMoveClipDir = ImGuiDir_Up;
12445
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
12446
0
        }
12447
0
        else if (IsKeyPressed(ImGuiKey_PageDown, true))
12448
0
        {
12449
0
            nav_scoring_rect_offset_y = +page_offset_y;
12450
0
            g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
12451
0
            g.NavMoveClipDir = ImGuiDir_Down;
12452
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
12453
0
        }
12454
0
        else if (home_pressed)
12455
0
        {
12456
            // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
12457
            // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result.
12458
            // Preserve current horizontal position if we have any.
12459
0
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f;
12460
0
            if (nav_rect_rel.IsInverted())
12461
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
12462
0
            g.NavMoveDir = ImGuiDir_Down;
12463
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
12464
            // FIXME-NAV: MoveClipDir left to _None, intentional?
12465
0
        }
12466
0
        else if (end_pressed)
12467
0
        {
12468
0
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y;
12469
0
            if (nav_rect_rel.IsInverted())
12470
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
12471
0
            g.NavMoveDir = ImGuiDir_Up;
12472
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
12473
            // FIXME-NAV: MoveClipDir left to _None, intentional?
12474
0
        }
12475
0
        return nav_scoring_rect_offset_y;
12476
0
    }
12477
0
    return 0.0f;
12478
0
}
12479
12480
static void ImGui::NavEndFrame()
12481
0
{
12482
0
    ImGuiContext& g = *GImGui;
12483
12484
    // Show CTRL+TAB list window
12485
0
    if (g.NavWindowingTarget != NULL)
12486
0
        NavUpdateWindowingOverlay();
12487
12488
    // Perform wrap-around in menus
12489
    // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly.
12490
    // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.
12491
0
    if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
12492
0
        NavUpdateCreateWrappingRequest();
12493
0
}
12494
12495
static void ImGui::NavUpdateCreateWrappingRequest()
12496
0
{
12497
0
    ImGuiContext& g = *GImGui;
12498
0
    ImGuiWindow* window = g.NavWindow;
12499
12500
0
    bool do_forward = false;
12501
0
    ImRect bb_rel = window->NavRectRel[g.NavLayer];
12502
0
    ImGuiDir clip_dir = g.NavMoveDir;
12503
12504
0
    const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;
12505
    //const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
12506
0
    if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
12507
0
    {
12508
0
        bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x;
12509
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
12510
0
        {
12511
0
            bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row
12512
0
            clip_dir = ImGuiDir_Up;
12513
0
        }
12514
0
        do_forward = true;
12515
0
    }
12516
0
    if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
12517
0
    {
12518
0
        bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x;
12519
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
12520
0
        {
12521
0
            bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row
12522
0
            clip_dir = ImGuiDir_Down;
12523
0
        }
12524
0
        do_forward = true;
12525
0
    }
12526
0
    if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
12527
0
    {
12528
0
        bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y;
12529
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
12530
0
        {
12531
0
            bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column
12532
0
            clip_dir = ImGuiDir_Left;
12533
0
        }
12534
0
        do_forward = true;
12535
0
    }
12536
0
    if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
12537
0
    {
12538
0
        bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y;
12539
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
12540
0
        {
12541
0
            bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column
12542
0
            clip_dir = ImGuiDir_Right;
12543
0
        }
12544
0
        do_forward = true;
12545
0
    }
12546
0
    if (!do_forward)
12547
0
        return;
12548
0
    window->NavRectRel[g.NavLayer] = bb_rel;
12549
0
    NavClearPreferredPosForAxis(ImGuiAxis_X);
12550
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
12551
0
    NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);
12552
0
}
12553
12554
static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
12555
0
{
12556
0
    ImGuiContext& g = *GImGui;
12557
0
    IM_UNUSED(g);
12558
0
    int order = window->FocusOrder;
12559
0
    IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)
12560
0
    IM_ASSERT(g.WindowsFocusOrder[order] == window);
12561
0
    return order;
12562
0
}
12563
12564
static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
12565
0
{
12566
0
    ImGuiContext& g = *GImGui;
12567
0
    for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)
12568
0
        if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))
12569
0
            return g.WindowsFocusOrder[i];
12570
0
    return NULL;
12571
0
}
12572
12573
static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
12574
0
{
12575
0
    ImGuiContext& g = *GImGui;
12576
0
    IM_ASSERT(g.NavWindowingTarget);
12577
0
    if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
12578
0
        return;
12579
12580
0
    const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);
12581
0
    ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
12582
0
    if (!window_target)
12583
0
        window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
12584
0
    if (window_target) // Don't reset windowing target if there's a single window in the list
12585
0
    {
12586
0
        g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
12587
0
        g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
12588
0
    }
12589
0
    g.NavWindowingToggleLayer = false;
12590
0
}
12591
12592
// Windowing management mode
12593
// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)
12594
// Gamepad:  Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)
12595
static void ImGui::NavUpdateWindowing()
12596
0
{
12597
0
    ImGuiContext& g = *GImGui;
12598
0
    ImGuiIO& io = g.IO;
12599
12600
0
    ImGuiWindow* apply_focus_window = NULL;
12601
0
    bool apply_toggle_layer = false;
12602
12603
0
    ImGuiWindow* modal_window = GetTopMostPopupModal();
12604
0
    bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal.
12605
0
    if (!allow_windowing)
12606
0
        g.NavWindowingTarget = NULL;
12607
12608
    // Fade out
12609
0
    if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
12610
0
    {
12611
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f);
12612
0
        if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
12613
0
            g.NavWindowingTargetAnim = NULL;
12614
0
    }
12615
12616
    // Start CTRL+Tab or Square+L/R window selection
12617
0
    const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing");
12618
0
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12619
0
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12620
0
    const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
12621
0
    const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
12622
0
    const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None);
12623
0
    const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
12624
0
    if (start_windowing_with_gamepad || start_windowing_with_keyboard)
12625
0
        if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
12626
0
        {
12627
0
            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;
12628
0
            g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
12629
0
            g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
12630
0
            g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
12631
0
            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
12632
12633
            // Register ownership of our mods. Using ImGuiInputFlags_RouteGlobalHigh in the Shortcut() calls instead would probably be correct but may have more side-effects.
12634
0
            if (keyboard_next_window || keyboard_prev_window)
12635
0
                SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id);
12636
0
        }
12637
12638
    // Gamepad update
12639
0
    g.NavWindowingTimer += io.DeltaTime;
12640
0
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
12641
0
    {
12642
        // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
12643
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
12644
12645
        // Select window to focus
12646
0
        const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
12647
0
        if (focus_change_dir != 0)
12648
0
        {
12649
0
            NavUpdateWindowingHighlightWindow(focus_change_dir);
12650
0
            g.NavWindowingHighlightAlpha = 1.0f;
12651
0
        }
12652
12653
        // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
12654
0
        if (!IsKeyDown(ImGuiKey_NavGamepadMenu))
12655
0
        {
12656
0
            g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
12657
0
            if (g.NavWindowingToggleLayer && g.NavWindow)
12658
0
                apply_toggle_layer = true;
12659
0
            else if (!g.NavWindowingToggleLayer)
12660
0
                apply_focus_window = g.NavWindowingTarget;
12661
0
            g.NavWindowingTarget = NULL;
12662
0
        }
12663
0
    }
12664
12665
    // Keyboard: Focus
12666
0
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
12667
0
    {
12668
        // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
12669
0
        ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;
12670
0
        IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows.
12671
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
12672
0
        if (keyboard_next_window || keyboard_prev_window)
12673
0
            NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1);
12674
0
        else if ((io.KeyMods & shared_mods) != shared_mods)
12675
0
            apply_focus_window = g.NavWindowingTarget;
12676
0
    }
12677
12678
    // Keyboard: Press and Release ALT to toggle menu layer
12679
    // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
12680
    // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
12681
0
    if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt, ImGuiKeyOwner_None))
12682
0
    {
12683
0
        g.NavWindowingToggleLayer = true;
12684
0
        g.NavInputSource = ImGuiInputSource_Keyboard;
12685
0
    }
12686
0
    if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)
12687
0
    {
12688
        // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
12689
        // We cancel toggling nav layer when other modifiers are pressed. (See #4439)
12690
        // We cancel toggling nav layer if an owner has claimed the key.
12691
0
        if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false)
12692
0
            g.NavWindowingToggleLayer = false;
12693
12694
        // Apply layer toggle on release
12695
        // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.
12696
0
        if (IsKeyReleased(ImGuiMod_Alt) && g.NavWindowingToggleLayer)
12697
0
            if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)
12698
0
                if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))
12699
0
                    apply_toggle_layer = true;
12700
0
        if (!IsKeyDown(ImGuiMod_Alt))
12701
0
            g.NavWindowingToggleLayer = false;
12702
0
    }
12703
12704
    // Move window
12705
0
    if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
12706
0
    {
12707
0
        ImVec2 nav_move_dir;
12708
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
12709
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
12710
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
12711
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
12712
0
        if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f)
12713
0
        {
12714
0
            const float NAV_MOVE_SPEED = 800.0f;
12715
0
            const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
12716
0
            g.NavWindowingAccumDeltaPos += nav_move_dir * move_step;
12717
0
            g.NavDisableMouseHover = true;
12718
0
            ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaPos);
12719
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
12720
0
            {
12721
0
                ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree;
12722
0
                SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always);
12723
0
                g.NavWindowingAccumDeltaPos -= accum_floored;
12724
0
            }
12725
0
        }
12726
0
    }
12727
12728
    // Apply final focus
12729
0
    if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
12730
0
    {
12731
        // FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow()
12732
        // Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow()
12733
0
        ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL;
12734
0
        ClearActiveID();
12735
0
        NavRestoreHighlightAfterMove();
12736
0
        ClosePopupsOverWindow(apply_focus_window, false);
12737
0
        FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild);
12738
0
        apply_focus_window = g.NavWindow;
12739
0
        if (apply_focus_window->NavLastIds[0] == 0)
12740
0
            NavInitWindow(apply_focus_window, false);
12741
12742
        // If the window has ONLY a menu layer (no main layer), select it directly
12743
        // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,
12744
        // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since
12745
        // the target window as already been previewed once.
12746
        // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,
12747
        // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*
12748
        // won't be valid.
12749
0
        if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
12750
0
            g.NavLayer = ImGuiNavLayer_Menu;
12751
12752
        // Request OS level focus
12753
0
        if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus)
12754
0
            g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport);
12755
0
    }
12756
0
    if (apply_focus_window)
12757
0
        g.NavWindowingTarget = NULL;
12758
12759
    // Apply menu/layer toggle
12760
0
    if (apply_toggle_layer && g.NavWindow)
12761
0
    {
12762
0
        ClearActiveID();
12763
12764
        // Move to parent menu if necessary
12765
0
        ImGuiWindow* new_nav_window = g.NavWindow;
12766
0
        while (new_nav_window->ParentWindow
12767
0
            && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0
12768
0
            && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
12769
0
            && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
12770
0
            new_nav_window = new_nav_window->ParentWindow;
12771
0
        if (new_nav_window != g.NavWindow)
12772
0
        {
12773
0
            ImGuiWindow* old_nav_window = g.NavWindow;
12774
0
            FocusWindow(new_nav_window);
12775
0
            new_nav_window->NavLastChildNavWindow = old_nav_window;
12776
0
        }
12777
12778
        // Toggle layer
12779
0
        const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
12780
0
        if (new_nav_layer != g.NavLayer)
12781
0
        {
12782
            // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)
12783
0
            const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL);
12784
0
            if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id)
12785
0
                g.NavWindow->NavLastIds[new_nav_layer] = 0;
12786
0
            NavRestoreLayer(new_nav_layer);
12787
0
            NavRestoreHighlightAfterMove();
12788
0
        }
12789
0
    }
12790
0
}
12791
12792
// Window has already passed the IsWindowNavFocusable()
12793
static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
12794
0
{
12795
0
    if (window->Flags & ImGuiWindowFlags_Popup)
12796
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup);
12797
0
    if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
12798
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar);
12799
0
    if (window->DockNodeAsHost)
12800
0
        return "(Dock node)"; // Not normally shown to user.
12801
0
    return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled);
12802
0
}
12803
12804
// Overlay displayed when using CTRL+TAB. Called by EndFrame().
12805
void ImGui::NavUpdateWindowingOverlay()
12806
0
{
12807
0
    ImGuiContext& g = *GImGui;
12808
0
    IM_ASSERT(g.NavWindowingTarget != NULL);
12809
12810
0
    if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
12811
0
        return;
12812
12813
0
    if (g.NavWindowingListWindow == NULL)
12814
0
        g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
12815
0
    const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport();
12816
0
    SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
12817
0
    SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
12818
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
12819
0
    Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
12820
0
    for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
12821
0
    {
12822
0
        ImGuiWindow* window = g.WindowsFocusOrder[n];
12823
0
        IM_ASSERT(window != NULL); // Fix static analyzers
12824
0
        if (!IsWindowNavFocusable(window))
12825
0
            continue;
12826
0
        const char* label = window->Name;
12827
0
        if (label == FindRenderedTextEnd(label))
12828
0
            label = GetFallbackWindowNameForWindowingList(window);
12829
0
        Selectable(label, g.NavWindowingTarget == window);
12830
0
    }
12831
0
    End();
12832
0
    PopStyleVar();
12833
0
}
12834
12835
12836
//-----------------------------------------------------------------------------
12837
// [SECTION] DRAG AND DROP
12838
//-----------------------------------------------------------------------------
12839
12840
bool ImGui::IsDragDropActive()
12841
0
{
12842
0
    ImGuiContext& g = *GImGui;
12843
0
    return g.DragDropActive;
12844
0
}
12845
12846
void ImGui::ClearDragDrop()
12847
0
{
12848
0
    ImGuiContext& g = *GImGui;
12849
0
    g.DragDropActive = false;
12850
0
    g.DragDropPayload.Clear();
12851
0
    g.DragDropAcceptFlags = ImGuiDragDropFlags_None;
12852
0
    g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
12853
0
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
12854
0
    g.DragDropAcceptFrameCount = -1;
12855
12856
0
    g.DragDropPayloadBufHeap.clear();
12857
0
    memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
12858
0
}
12859
12860
// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
12861
// If the item has an identifier:
12862
// - This assume/require the item to be activated (typically via ButtonBehavior).
12863
// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button.
12864
// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag.
12865
// If the item has no identifier:
12866
// - Currently always assume left mouse button.
12867
bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
12868
0
{
12869
0
    ImGuiContext& g = *GImGui;
12870
0
    ImGuiWindow* window = g.CurrentWindow;
12871
12872
    // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button,
12873
    // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic).
12874
0
    ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;
12875
12876
0
    bool source_drag_active = false;
12877
0
    ImGuiID source_id = 0;
12878
0
    ImGuiID source_parent_id = 0;
12879
0
    if (!(flags & ImGuiDragDropFlags_SourceExtern))
12880
0
    {
12881
0
        source_id = g.LastItemData.ID;
12882
0
        if (source_id != 0)
12883
0
        {
12884
            // Common path: items with ID
12885
0
            if (g.ActiveId != source_id)
12886
0
                return false;
12887
0
            if (g.ActiveIdMouseButton != -1)
12888
0
                mouse_button = g.ActiveIdMouseButton;
12889
0
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
12890
0
                return false;
12891
0
            g.ActiveIdAllowOverlap = false;
12892
0
        }
12893
0
        else
12894
0
        {
12895
            // Uncommon path: items without ID
12896
0
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
12897
0
                return false;
12898
0
            if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
12899
0
                return false;
12900
12901
            // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
12902
            // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag.
12903
0
            if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
12904
0
            {
12905
0
                IM_ASSERT(0);
12906
0
                return false;
12907
0
            }
12908
12909
            // Magic fallback to handle items with no assigned ID, e.g. Text(), Image()
12910
            // We build a throwaway ID based on current ID stack + relative AABB of items in window.
12911
            // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
12912
            // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
12913
            // Rely on keeping other window->LastItemXXX fields intact.
12914
0
            source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect);
12915
0
            KeepAliveID(source_id);
12916
0
            bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id);
12917
0
            if (is_hovered && g.IO.MouseClicked[mouse_button])
12918
0
            {
12919
0
                SetActiveID(source_id, window);
12920
0
                FocusWindow(window);
12921
0
            }
12922
0
            if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.
12923
0
                g.ActiveIdAllowOverlap = is_hovered;
12924
0
        }
12925
0
        if (g.ActiveId != source_id)
12926
0
            return false;
12927
0
        source_parent_id = window->IDStack.back();
12928
0
        source_drag_active = IsMouseDragging(mouse_button);
12929
12930
        // Disable navigation and key inputs while dragging + cancel existing request if any
12931
0
        SetActiveIdUsingAllKeyboardKeys();
12932
0
    }
12933
0
    else
12934
0
    {
12935
0
        window = NULL;
12936
0
        source_id = ImHashStr("#SourceExtern");
12937
0
        source_drag_active = true;
12938
0
    }
12939
12940
0
    if (source_drag_active)
12941
0
    {
12942
0
        if (!g.DragDropActive)
12943
0
        {
12944
0
            IM_ASSERT(source_id != 0);
12945
0
            ClearDragDrop();
12946
0
            ImGuiPayload& payload = g.DragDropPayload;
12947
0
            payload.SourceId = source_id;
12948
0
            payload.SourceParentId = source_parent_id;
12949
0
            g.DragDropActive = true;
12950
0
            g.DragDropSourceFlags = flags;
12951
0
            g.DragDropMouseButton = mouse_button;
12952
0
            if (payload.SourceId == g.ActiveId)
12953
0
                g.ActiveIdNoClearOnFocusLoss = true;
12954
0
        }
12955
0
        g.DragDropSourceFrameCount = g.FrameCount;
12956
0
        g.DragDropWithinSource = true;
12957
12958
0
        if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
12959
0
        {
12960
            // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
12961
            // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
12962
0
            bool ret = BeginTooltip();
12963
0
            IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame().
12964
0
            IM_UNUSED(ret);
12965
12966
0
            if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
12967
0
                SetWindowHiddendAndSkipItemsForCurrentFrame(g.CurrentWindow);
12968
0
        }
12969
12970
0
        if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
12971
0
            g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;
12972
12973
0
        return true;
12974
0
    }
12975
0
    return false;
12976
0
}
12977
12978
void ImGui::EndDragDropSource()
12979
0
{
12980
0
    ImGuiContext& g = *GImGui;
12981
0
    IM_ASSERT(g.DragDropActive);
12982
0
    IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?");
12983
12984
0
    if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
12985
0
        EndTooltip();
12986
12987
    // Discard the drag if have not called SetDragDropPayload()
12988
0
    if (g.DragDropPayload.DataFrameCount == -1)
12989
0
        ClearDragDrop();
12990
0
    g.DragDropWithinSource = false;
12991
0
}
12992
12993
// Use 'cond' to choose to submit payload on drag start or every frame
12994
bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
12995
0
{
12996
0
    ImGuiContext& g = *GImGui;
12997
0
    ImGuiPayload& payload = g.DragDropPayload;
12998
0
    if (cond == 0)
12999
0
        cond = ImGuiCond_Always;
13000
13001
0
    IM_ASSERT(type != NULL);
13002
0
    IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
13003
0
    IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
13004
0
    IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
13005
0
    IM_ASSERT(payload.SourceId != 0);                               // Not called between BeginDragDropSource() and EndDragDropSource()
13006
13007
0
    if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)
13008
0
    {
13009
        // Copy payload
13010
0
        ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));
13011
0
        g.DragDropPayloadBufHeap.resize(0);
13012
0
        if (data_size > sizeof(g.DragDropPayloadBufLocal))
13013
0
        {
13014
            // Store in heap
13015
0
            g.DragDropPayloadBufHeap.resize((int)data_size);
13016
0
            payload.Data = g.DragDropPayloadBufHeap.Data;
13017
0
            memcpy(payload.Data, data, data_size);
13018
0
        }
13019
0
        else if (data_size > 0)
13020
0
        {
13021
            // Store locally
13022
0
            memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
13023
0
            payload.Data = g.DragDropPayloadBufLocal;
13024
0
            memcpy(payload.Data, data, data_size);
13025
0
        }
13026
0
        else
13027
0
        {
13028
0
            payload.Data = NULL;
13029
0
        }
13030
0
        payload.DataSize = (int)data_size;
13031
0
    }
13032
0
    payload.DataFrameCount = g.FrameCount;
13033
13034
    // Return whether the payload has been accepted
13035
0
    return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
13036
0
}
13037
13038
bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
13039
0
{
13040
0
    ImGuiContext& g = *GImGui;
13041
0
    if (!g.DragDropActive)
13042
0
        return false;
13043
13044
0
    ImGuiWindow* window = g.CurrentWindow;
13045
0
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
13046
0
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree)
13047
0
        return false;
13048
0
    IM_ASSERT(id != 0);
13049
0
    if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
13050
0
        return false;
13051
0
    if (window->SkipItems)
13052
0
        return false;
13053
13054
0
    IM_ASSERT(g.DragDropWithinTarget == false);
13055
0
    g.DragDropTargetRect = bb;
13056
0
    g.DragDropTargetId = id;
13057
0
    g.DragDropWithinTarget = true;
13058
0
    return true;
13059
0
}
13060
13061
// We don't use BeginDragDropTargetCustom() and duplicate its code because:
13062
// 1) we use LastItemRectHoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
13063
// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
13064
// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
13065
bool ImGui::BeginDragDropTarget()
13066
0
{
13067
0
    ImGuiContext& g = *GImGui;
13068
0
    if (!g.DragDropActive)
13069
0
        return false;
13070
13071
0
    ImGuiWindow* window = g.CurrentWindow;
13072
0
    if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))
13073
0
        return false;
13074
0
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
13075
0
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems)
13076
0
        return false;
13077
13078
0
    const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;
13079
0
    ImGuiID id = g.LastItemData.ID;
13080
0
    if (id == 0)
13081
0
    {
13082
0
        id = window->GetIDFromRectangle(display_rect);
13083
0
        KeepAliveID(id);
13084
0
    }
13085
0
    if (g.DragDropPayload.SourceId == id)
13086
0
        return false;
13087
13088
0
    IM_ASSERT(g.DragDropWithinTarget == false);
13089
0
    g.DragDropTargetRect = display_rect;
13090
0
    g.DragDropTargetId = id;
13091
0
    g.DragDropWithinTarget = true;
13092
0
    return true;
13093
0
}
13094
13095
bool ImGui::IsDragDropPayloadBeingAccepted()
13096
0
{
13097
0
    ImGuiContext& g = *GImGui;
13098
0
    return g.DragDropActive && g.DragDropAcceptIdPrev != 0;
13099
0
}
13100
13101
const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)
13102
0
{
13103
0
    ImGuiContext& g = *GImGui;
13104
0
    ImGuiWindow* window = g.CurrentWindow;
13105
0
    ImGuiPayload& payload = g.DragDropPayload;
13106
0
    IM_ASSERT(g.DragDropActive);                        // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
13107
0
    IM_ASSERT(payload.DataFrameCount != -1);            // Forgot to call EndDragDropTarget() ?
13108
0
    if (type != NULL && !payload.IsDataType(type))
13109
0
        return NULL;
13110
13111
    // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
13112
    // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
13113
0
    const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
13114
0
    ImRect r = g.DragDropTargetRect;
13115
0
    float r_surface = r.GetWidth() * r.GetHeight();
13116
0
    if (r_surface > g.DragDropAcceptIdCurrRectSurface)
13117
0
        return NULL;
13118
13119
0
    g.DragDropAcceptFlags = flags;
13120
0
    g.DragDropAcceptIdCurr = g.DragDropTargetId;
13121
0
    g.DragDropAcceptIdCurrRectSurface = r_surface;
13122
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId);
13123
13124
    // Render default drop visuals
13125
0
    payload.Preview = was_accepted_previously;
13126
0
    flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)
13127
0
    if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
13128
0
        window->DrawList->AddRect(r.Min - ImVec2(3.5f,3.5f), r.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
13129
13130
0
    g.DragDropAcceptFrameCount = g.FrameCount;
13131
0
    payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()
13132
0
    if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))
13133
0
        return NULL;
13134
13135
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: return payload\n", g.DragDropTargetId);
13136
0
    return &payload;
13137
0
}
13138
13139
// FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
13140
void ImGui::RenderDragDropTargetRect(const ImRect& bb)
13141
0
{
13142
0
    GetWindowDrawList()->AddRect(bb.Min - ImVec2(3.5f, 3.5f), bb.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
13143
0
}
13144
13145
const ImGuiPayload* ImGui::GetDragDropPayload()
13146
0
{
13147
0
    ImGuiContext& g = *GImGui;
13148
0
    return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL;
13149
0
}
13150
13151
void ImGui::EndDragDropTarget()
13152
0
{
13153
0
    ImGuiContext& g = *GImGui;
13154
0
    IM_ASSERT(g.DragDropActive);
13155
0
    IM_ASSERT(g.DragDropWithinTarget);
13156
0
    g.DragDropWithinTarget = false;
13157
13158
    // Clear drag and drop state payload right after delivery
13159
0
    if (g.DragDropPayload.Delivery)
13160
0
        ClearDragDrop();
13161
0
}
13162
13163
//-----------------------------------------------------------------------------
13164
// [SECTION] LOGGING/CAPTURING
13165
//-----------------------------------------------------------------------------
13166
// All text output from the interface can be captured into tty/file/clipboard.
13167
// By default, tree nodes are automatically opened during logging.
13168
//-----------------------------------------------------------------------------
13169
13170
// Pass text data straight to log (without being displayed)
13171
static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args)
13172
0
{
13173
0
    if (g.LogFile)
13174
0
    {
13175
0
        g.LogBuffer.Buf.resize(0);
13176
0
        g.LogBuffer.appendfv(fmt, args);
13177
0
        ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);
13178
0
    }
13179
0
    else
13180
0
    {
13181
0
        g.LogBuffer.appendfv(fmt, args);
13182
0
    }
13183
0
}
13184
13185
void ImGui::LogText(const char* fmt, ...)
13186
0
{
13187
0
    ImGuiContext& g = *GImGui;
13188
0
    if (!g.LogEnabled)
13189
0
        return;
13190
13191
0
    va_list args;
13192
0
    va_start(args, fmt);
13193
0
    LogTextV(g, fmt, args);
13194
0
    va_end(args);
13195
0
}
13196
13197
void ImGui::LogTextV(const char* fmt, va_list args)
13198
0
{
13199
0
    ImGuiContext& g = *GImGui;
13200
0
    if (!g.LogEnabled)
13201
0
        return;
13202
13203
0
    LogTextV(g, fmt, args);
13204
0
}
13205
13206
// Internal version that takes a position to decide on newline placement and pad items according to their depth.
13207
// We split text into individual lines to add current tree level padding
13208
// FIXME: This code is a little complicated perhaps, considering simplifying the whole system.
13209
void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)
13210
0
{
13211
0
    ImGuiContext& g = *GImGui;
13212
0
    ImGuiWindow* window = g.CurrentWindow;
13213
13214
0
    const char* prefix = g.LogNextPrefix;
13215
0
    const char* suffix = g.LogNextSuffix;
13216
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13217
13218
0
    if (!text_end)
13219
0
        text_end = FindRenderedTextEnd(text, text_end);
13220
13221
0
    const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1);
13222
0
    if (ref_pos)
13223
0
        g.LogLinePosY = ref_pos->y;
13224
0
    if (log_new_line)
13225
0
    {
13226
0
        LogText(IM_NEWLINE);
13227
0
        g.LogLineFirstItem = true;
13228
0
    }
13229
13230
0
    if (prefix)
13231
0
        LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here.
13232
13233
    // Re-adjust padding if we have popped out of our starting depth
13234
0
    if (g.LogDepthRef > window->DC.TreeDepth)
13235
0
        g.LogDepthRef = window->DC.TreeDepth;
13236
0
    const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);
13237
13238
0
    const char* text_remaining = text;
13239
0
    for (;;)
13240
0
    {
13241
        // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry.
13242
        // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured.
13243
0
        const char* line_start = text_remaining;
13244
0
        const char* line_end = ImStreolRange(line_start, text_end);
13245
0
        const bool is_last_line = (line_end == text_end);
13246
0
        if (line_start != line_end || !is_last_line)
13247
0
        {
13248
0
            const int line_length = (int)(line_end - line_start);
13249
0
            const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1;
13250
0
            LogText("%*s%.*s", indentation, "", line_length, line_start);
13251
0
            g.LogLineFirstItem = false;
13252
0
            if (*line_end == '\n')
13253
0
            {
13254
0
                LogText(IM_NEWLINE);
13255
0
                g.LogLineFirstItem = true;
13256
0
            }
13257
0
        }
13258
0
        if (is_last_line)
13259
0
            break;
13260
0
        text_remaining = line_end + 1;
13261
0
    }
13262
13263
0
    if (suffix)
13264
0
        LogRenderedText(ref_pos, suffix, suffix + strlen(suffix));
13265
0
}
13266
13267
// Start logging/capturing text output
13268
void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)
13269
0
{
13270
0
    ImGuiContext& g = *GImGui;
13271
0
    ImGuiWindow* window = g.CurrentWindow;
13272
0
    IM_ASSERT(g.LogEnabled == false);
13273
0
    IM_ASSERT(g.LogFile == NULL);
13274
0
    IM_ASSERT(g.LogBuffer.empty());
13275
0
    g.LogEnabled = true;
13276
0
    g.LogType = type;
13277
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13278
0
    g.LogDepthRef = window->DC.TreeDepth;
13279
0
    g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
13280
0
    g.LogLinePosY = FLT_MAX;
13281
0
    g.LogLineFirstItem = true;
13282
0
}
13283
13284
// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText)
13285
void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix)
13286
0
{
13287
0
    ImGuiContext& g = *GImGui;
13288
0
    g.LogNextPrefix = prefix;
13289
0
    g.LogNextSuffix = suffix;
13290
0
}
13291
13292
void ImGui::LogToTTY(int auto_open_depth)
13293
0
{
13294
0
    ImGuiContext& g = *GImGui;
13295
0
    if (g.LogEnabled)
13296
0
        return;
13297
0
    IM_UNUSED(auto_open_depth);
13298
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13299
0
    LogBegin(ImGuiLogType_TTY, auto_open_depth);
13300
0
    g.LogFile = stdout;
13301
0
#endif
13302
0
}
13303
13304
// Start logging/capturing text output to given file
13305
void ImGui::LogToFile(int auto_open_depth, const char* filename)
13306
0
{
13307
0
    ImGuiContext& g = *GImGui;
13308
0
    if (g.LogEnabled)
13309
0
        return;
13310
13311
    // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still
13312
    // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.
13313
    // By opening the file in binary mode "ab" we have consistent output everywhere.
13314
0
    if (!filename)
13315
0
        filename = g.IO.LogFilename;
13316
0
    if (!filename || !filename[0])
13317
0
        return;
13318
0
    ImFileHandle f = ImFileOpen(filename, "ab");
13319
0
    if (!f)
13320
0
    {
13321
0
        IM_ASSERT(0);
13322
0
        return;
13323
0
    }
13324
13325
0
    LogBegin(ImGuiLogType_File, auto_open_depth);
13326
0
    g.LogFile = f;
13327
0
}
13328
13329
// Start logging/capturing text output to clipboard
13330
void ImGui::LogToClipboard(int auto_open_depth)
13331
0
{
13332
0
    ImGuiContext& g = *GImGui;
13333
0
    if (g.LogEnabled)
13334
0
        return;
13335
0
    LogBegin(ImGuiLogType_Clipboard, auto_open_depth);
13336
0
}
13337
13338
void ImGui::LogToBuffer(int auto_open_depth)
13339
0
{
13340
0
    ImGuiContext& g = *GImGui;
13341
0
    if (g.LogEnabled)
13342
0
        return;
13343
0
    LogBegin(ImGuiLogType_Buffer, auto_open_depth);
13344
0
}
13345
13346
void ImGui::LogFinish()
13347
0
{
13348
0
    ImGuiContext& g = *GImGui;
13349
0
    if (!g.LogEnabled)
13350
0
        return;
13351
13352
0
    LogText(IM_NEWLINE);
13353
0
    switch (g.LogType)
13354
0
    {
13355
0
    case ImGuiLogType_TTY:
13356
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13357
0
        fflush(g.LogFile);
13358
0
#endif
13359
0
        break;
13360
0
    case ImGuiLogType_File:
13361
0
        ImFileClose(g.LogFile);
13362
0
        break;
13363
0
    case ImGuiLogType_Buffer:
13364
0
        break;
13365
0
    case ImGuiLogType_Clipboard:
13366
0
        if (!g.LogBuffer.empty())
13367
0
            SetClipboardText(g.LogBuffer.begin());
13368
0
        break;
13369
0
    case ImGuiLogType_None:
13370
0
        IM_ASSERT(0);
13371
0
        break;
13372
0
    }
13373
13374
0
    g.LogEnabled = false;
13375
0
    g.LogType = ImGuiLogType_None;
13376
0
    g.LogFile = NULL;
13377
0
    g.LogBuffer.clear();
13378
0
}
13379
13380
// Helper to display logging buttons
13381
// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)
13382
void ImGui::LogButtons()
13383
0
{
13384
0
    ImGuiContext& g = *GImGui;
13385
13386
0
    PushID("LogButtons");
13387
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13388
0
    const bool log_to_tty = Button("Log To TTY"); SameLine();
13389
#else
13390
    const bool log_to_tty = false;
13391
#endif
13392
0
    const bool log_to_file = Button("Log To File"); SameLine();
13393
0
    const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
13394
0
    PushTabStop(false);
13395
0
    SetNextItemWidth(80.0f);
13396
0
    SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL);
13397
0
    PopTabStop();
13398
0
    PopID();
13399
13400
    // Start logging at the end of the function so that the buttons don't appear in the log
13401
0
    if (log_to_tty)
13402
0
        LogToTTY();
13403
0
    if (log_to_file)
13404
0
        LogToFile();
13405
0
    if (log_to_clipboard)
13406
0
        LogToClipboard();
13407
0
}
13408
13409
13410
//-----------------------------------------------------------------------------
13411
// [SECTION] SETTINGS
13412
//-----------------------------------------------------------------------------
13413
// - UpdateSettings() [Internal]
13414
// - MarkIniSettingsDirty() [Internal]
13415
// - FindSettingsHandler() [Internal]
13416
// - ClearIniSettings() [Internal]
13417
// - LoadIniSettingsFromDisk()
13418
// - LoadIniSettingsFromMemory()
13419
// - SaveIniSettingsToDisk()
13420
// - SaveIniSettingsToMemory()
13421
//-----------------------------------------------------------------------------
13422
// - CreateNewWindowSettings() [Internal]
13423
// - FindWindowSettingsByID() [Internal]
13424
// - FindWindowSettingsByWindow() [Internal]
13425
// - ClearWindowSettings() [Internal]
13426
// - WindowSettingsHandler_***() [Internal]
13427
//-----------------------------------------------------------------------------
13428
13429
// Called by NewFrame()
13430
void ImGui::UpdateSettings()
13431
0
{
13432
    // Load settings on first frame (if not explicitly loaded manually before)
13433
0
    ImGuiContext& g = *GImGui;
13434
0
    if (!g.SettingsLoaded)
13435
0
    {
13436
0
        IM_ASSERT(g.SettingsWindows.empty());
13437
0
        if (g.IO.IniFilename)
13438
0
            LoadIniSettingsFromDisk(g.IO.IniFilename);
13439
0
        g.SettingsLoaded = true;
13440
0
    }
13441
13442
    // Save settings (with a delay after the last modification, so we don't spam disk too much)
13443
0
    if (g.SettingsDirtyTimer > 0.0f)
13444
0
    {
13445
0
        g.SettingsDirtyTimer -= g.IO.DeltaTime;
13446
0
        if (g.SettingsDirtyTimer <= 0.0f)
13447
0
        {
13448
0
            if (g.IO.IniFilename != NULL)
13449
0
                SaveIniSettingsToDisk(g.IO.IniFilename);
13450
0
            else
13451
0
                g.IO.WantSaveIniSettings = true;  // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.
13452
0
            g.SettingsDirtyTimer = 0.0f;
13453
0
        }
13454
0
    }
13455
0
}
13456
13457
void ImGui::MarkIniSettingsDirty()
13458
0
{
13459
0
    ImGuiContext& g = *GImGui;
13460
0
    if (g.SettingsDirtyTimer <= 0.0f)
13461
0
        g.SettingsDirtyTimer = g.IO.IniSavingRate;
13462
0
}
13463
13464
void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)
13465
0
{
13466
0
    ImGuiContext& g = *GImGui;
13467
0
    if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
13468
0
        if (g.SettingsDirtyTimer <= 0.0f)
13469
0
            g.SettingsDirtyTimer = g.IO.IniSavingRate;
13470
0
}
13471
13472
void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler)
13473
0
{
13474
0
    ImGuiContext& g = *GImGui;
13475
0
    IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL);
13476
0
    g.SettingsHandlers.push_back(*handler);
13477
0
}
13478
13479
void ImGui::RemoveSettingsHandler(const char* type_name)
13480
0
{
13481
0
    ImGuiContext& g = *GImGui;
13482
0
    if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name))
13483
0
        g.SettingsHandlers.erase(handler);
13484
0
}
13485
13486
ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
13487
0
{
13488
0
    ImGuiContext& g = *GImGui;
13489
0
    const ImGuiID type_hash = ImHashStr(type_name);
13490
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13491
0
        if (g.SettingsHandlers[handler_n].TypeHash == type_hash)
13492
0
            return &g.SettingsHandlers[handler_n];
13493
0
    return NULL;
13494
0
}
13495
13496
// Clear all settings (windows, tables, docking etc.)
13497
void ImGui::ClearIniSettings()
13498
0
{
13499
0
    ImGuiContext& g = *GImGui;
13500
0
    g.SettingsIniData.clear();
13501
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13502
0
        if (g.SettingsHandlers[handler_n].ClearAllFn)
13503
0
            g.SettingsHandlers[handler_n].ClearAllFn(&g, &g.SettingsHandlers[handler_n]);
13504
0
}
13505
13506
void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
13507
0
{
13508
0
    size_t file_data_size = 0;
13509
0
    char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);
13510
0
    if (!file_data)
13511
0
        return;
13512
0
    if (file_data_size > 0)
13513
0
        LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
13514
0
    IM_FREE(file_data);
13515
0
}
13516
13517
// Zero-tolerance, no error reporting, cheap .ini parsing
13518
// Set ini_size==0 to let us use strlen(ini_data). Do not call this function with a 0 if your buffer is actually empty!
13519
void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
13520
0
{
13521
0
    ImGuiContext& g = *GImGui;
13522
0
    IM_ASSERT(g.Initialized);
13523
    //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()");
13524
    //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);
13525
13526
    // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
13527
    // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..
13528
0
    if (ini_size == 0)
13529
0
        ini_size = strlen(ini_data);
13530
0
    g.SettingsIniData.Buf.resize((int)ini_size + 1);
13531
0
    char* const buf = g.SettingsIniData.Buf.Data;
13532
0
    char* const buf_end = buf + ini_size;
13533
0
    memcpy(buf, ini_data, ini_size);
13534
0
    buf_end[0] = 0;
13535
13536
    // Call pre-read handlers
13537
    // Some types will clear their data (e.g. dock information) some types will allow merge/override (window)
13538
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13539
0
        if (g.SettingsHandlers[handler_n].ReadInitFn)
13540
0
            g.SettingsHandlers[handler_n].ReadInitFn(&g, &g.SettingsHandlers[handler_n]);
13541
13542
0
    void* entry_data = NULL;
13543
0
    ImGuiSettingsHandler* entry_handler = NULL;
13544
13545
0
    char* line_end = NULL;
13546
0
    for (char* line = buf; line < buf_end; line = line_end + 1)
13547
0
    {
13548
        // Skip new lines markers, then find end of the line
13549
0
        while (*line == '\n' || *line == '\r')
13550
0
            line++;
13551
0
        line_end = line;
13552
0
        while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
13553
0
            line_end++;
13554
0
        line_end[0] = 0;
13555
0
        if (line[0] == ';')
13556
0
            continue;
13557
0
        if (line[0] == '[' && line_end > line && line_end[-1] == ']')
13558
0
        {
13559
            // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
13560
0
            line_end[-1] = 0;
13561
0
            const char* name_end = line_end - 1;
13562
0
            const char* type_start = line + 1;
13563
0
            char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');
13564
0
            const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
13565
0
            if (!type_end || !name_start)
13566
0
                continue;
13567
0
            *type_end = 0; // Overwrite first ']'
13568
0
            name_start++;  // Skip second '['
13569
0
            entry_handler = FindSettingsHandler(type_start);
13570
0
            entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
13571
0
        }
13572
0
        else if (entry_handler != NULL && entry_data != NULL)
13573
0
        {
13574
            // Let type handler parse the line
13575
0
            entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
13576
0
        }
13577
0
    }
13578
0
    g.SettingsLoaded = true;
13579
13580
    // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)
13581
0
    memcpy(buf, ini_data, ini_size);
13582
13583
    // Call post-read handlers
13584
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13585
0
        if (g.SettingsHandlers[handler_n].ApplyAllFn)
13586
0
            g.SettingsHandlers[handler_n].ApplyAllFn(&g, &g.SettingsHandlers[handler_n]);
13587
0
}
13588
13589
void ImGui::SaveIniSettingsToDisk(const char* ini_filename)
13590
0
{
13591
0
    ImGuiContext& g = *GImGui;
13592
0
    g.SettingsDirtyTimer = 0.0f;
13593
0
    if (!ini_filename)
13594
0
        return;
13595
13596
0
    size_t ini_data_size = 0;
13597
0
    const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);
13598
0
    ImFileHandle f = ImFileOpen(ini_filename, "wt");
13599
0
    if (!f)
13600
0
        return;
13601
0
    ImFileWrite(ini_data, sizeof(char), ini_data_size, f);
13602
0
    ImFileClose(f);
13603
0
}
13604
13605
// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer
13606
const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)
13607
0
{
13608
0
    ImGuiContext& g = *GImGui;
13609
0
    g.SettingsDirtyTimer = 0.0f;
13610
0
    g.SettingsIniData.Buf.resize(0);
13611
0
    g.SettingsIniData.Buf.push_back(0);
13612
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13613
0
    {
13614
0
        ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n];
13615
0
        handler->WriteAllFn(&g, handler, &g.SettingsIniData);
13616
0
    }
13617
0
    if (out_size)
13618
0
        *out_size = (size_t)g.SettingsIniData.size();
13619
0
    return g.SettingsIniData.c_str();
13620
0
}
13621
13622
ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
13623
0
{
13624
0
    ImGuiContext& g = *GImGui;
13625
13626
0
#if !IMGUI_DEBUG_INI_SETTINGS
13627
    // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
13628
    // Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier.
13629
0
    if (const char* p = strstr(name, "###"))
13630
0
        name = p;
13631
0
#endif
13632
0
    const size_t name_len = strlen(name);
13633
13634
    // Allocate chunk
13635
0
    const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;
13636
0
    ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);
13637
0
    IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();
13638
0
    settings->ID = ImHashStr(name, name_len);
13639
0
    memcpy(settings->GetName(), name, name_len + 1);   // Store with zero terminator
13640
13641
0
    return settings;
13642
0
}
13643
13644
// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names.
13645
// This is called once per window .ini entry + once per newly instantiated window.
13646
ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id)
13647
0
{
13648
0
    ImGuiContext& g = *GImGui;
13649
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
13650
0
        if (settings->ID == id && !settings->WantDelete)
13651
0
            return settings;
13652
0
    return NULL;
13653
0
}
13654
13655
// This is faster if you are holding on a Window already as we don't need to perform a search.
13656
ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window)
13657
0
{
13658
0
    ImGuiContext& g = *GImGui;
13659
0
    if (window->SettingsOffset != -1)
13660
0
        return g.SettingsWindows.ptr_from_offset(window->SettingsOffset);
13661
0
    return FindWindowSettingsByID(window->ID);
13662
0
}
13663
13664
// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more.
13665
void ImGui::ClearWindowSettings(const char* name)
13666
0
{
13667
    //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name);
13668
0
    ImGuiContext& g = *GImGui;
13669
0
    ImGuiWindow* window = FindWindowByName(name);
13670
0
    if (window != NULL)
13671
0
    {
13672
0
        window->Flags |= ImGuiWindowFlags_NoSavedSettings;
13673
0
        InitOrLoadWindowSettings(window, NULL);
13674
0
        if (window->DockId != 0)
13675
0
            DockContextProcessUndockWindow(&g, window, true);
13676
0
    }
13677
0
    if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name)))
13678
0
        settings->WantDelete = true;
13679
0
}
13680
13681
static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
13682
0
{
13683
0
    ImGuiContext& g = *ctx;
13684
0
    for (int i = 0; i != g.Windows.Size; i++)
13685
0
        g.Windows[i]->SettingsOffset = -1;
13686
0
    g.SettingsWindows.clear();
13687
0
}
13688
13689
static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
13690
0
{
13691
0
    ImGuiID id = ImHashStr(name);
13692
0
    ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id);
13693
0
    if (settings)
13694
0
        *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry
13695
0
    else
13696
0
        settings = ImGui::CreateNewWindowSettings(name);
13697
0
    settings->ID = id;
13698
0
    settings->WantApply = true;
13699
0
    return (void*)settings;
13700
0
}
13701
13702
static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
13703
0
{
13704
0
    ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
13705
0
    int x, y;
13706
0
    int i;
13707
0
    ImU32 u1;
13708
0
    if (sscanf(line, "Pos=%i,%i", &x, &y) == 2)             { settings->Pos = ImVec2ih((short)x, (short)y); }
13709
0
    else if (sscanf(line, "Size=%i,%i", &x, &y) == 2)       { settings->Size = ImVec2ih((short)x, (short)y); }
13710
0
    else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1)   { settings->ViewportId = u1; }
13711
0
    else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); }
13712
0
    else if (sscanf(line, "Collapsed=%d", &i) == 1)         { settings->Collapsed = (i != 0); }
13713
0
    else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2)  { settings->DockId = u1; settings->DockOrder = (short)i; }
13714
0
    else if (sscanf(line, "DockId=0x%X", &u1) == 1)         { settings->DockId = u1; settings->DockOrder = -1; }
13715
0
    else if (sscanf(line, "ClassId=0x%X", &u1) == 1)        { settings->ClassId = u1; }
13716
0
}
13717
13718
// Apply to existing windows (if any)
13719
static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
13720
0
{
13721
0
    ImGuiContext& g = *ctx;
13722
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
13723
0
        if (settings->WantApply)
13724
0
        {
13725
0
            if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))
13726
0
                ApplyWindowSettings(window, settings);
13727
0
            settings->WantApply = false;
13728
0
        }
13729
0
}
13730
13731
static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
13732
0
{
13733
    // Gather data from windows that were active during this session
13734
    // (if a window wasn't opened in this session we preserve its settings)
13735
0
    ImGuiContext& g = *ctx;
13736
0
    for (int i = 0; i != g.Windows.Size; i++)
13737
0
    {
13738
0
        ImGuiWindow* window = g.Windows[i];
13739
0
        if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
13740
0
            continue;
13741
13742
0
        ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window);
13743
0
        if (!settings)
13744
0
        {
13745
0
            settings = ImGui::CreateNewWindowSettings(window->Name);
13746
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
13747
0
        }
13748
0
        IM_ASSERT(settings->ID == window->ID);
13749
0
        settings->Pos = ImVec2ih(window->Pos - window->ViewportPos);
13750
0
        settings->Size = ImVec2ih(window->SizeFull);
13751
0
        settings->ViewportId = window->ViewportId;
13752
0
        settings->ViewportPos = ImVec2ih(window->ViewportPos);
13753
0
        IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId);
13754
0
        settings->DockId = window->DockId;
13755
0
        settings->ClassId = window->WindowClass.ClassId;
13756
0
        settings->DockOrder = window->DockOrder;
13757
0
        settings->Collapsed = window->Collapsed;
13758
0
        settings->WantDelete = false;
13759
0
    }
13760
13761
    // Write to text buffer
13762
0
    buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve
13763
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
13764
0
    {
13765
0
        if (settings->WantDelete)
13766
0
            continue;
13767
0
        const char* settings_name = settings->GetName();
13768
0
        buf->appendf("[%s][%s]\n", handler->TypeName, settings_name);
13769
0
        if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
13770
0
        {
13771
0
            buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y);
13772
0
            buf->appendf("ViewportId=0x%08X\n", settings->ViewportId);
13773
0
        }
13774
0
        if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
13775
0
            buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
13776
0
        if (settings->Size.x != 0 || settings->Size.y != 0)
13777
0
            buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
13778
0
        buf->appendf("Collapsed=%d\n", settings->Collapsed);
13779
0
        if (settings->DockId != 0)
13780
0
        {
13781
            //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier.
13782
0
            if (settings->DockOrder == -1)
13783
0
                buf->appendf("DockId=0x%08X\n", settings->DockId);
13784
0
            else
13785
0
                buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder);
13786
0
            if (settings->ClassId != 0)
13787
0
                buf->appendf("ClassId=0x%08X\n", settings->ClassId);
13788
0
        }
13789
0
        buf->append("\n");
13790
0
    }
13791
0
}
13792
13793
13794
//-----------------------------------------------------------------------------
13795
// [SECTION] LOCALIZATION
13796
//-----------------------------------------------------------------------------
13797
13798
void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count)
13799
0
{
13800
0
    ImGuiContext& g = *GImGui;
13801
0
    for (int n = 0; n < count; n++)
13802
0
        g.LocalizationTable[entries[n].Key] = entries[n].Text;
13803
0
}
13804
13805
13806
//-----------------------------------------------------------------------------
13807
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
13808
//-----------------------------------------------------------------------------
13809
// - GetMainViewport()
13810
// - FindViewportByID()
13811
// - FindViewportByPlatformHandle()
13812
// - SetCurrentViewport() [Internal]
13813
// - SetWindowViewport() [Internal]
13814
// - GetWindowAlwaysWantOwnViewport() [Internal]
13815
// - UpdateTryMergeWindowIntoHostViewport() [Internal]
13816
// - UpdateTryMergeWindowIntoHostViewports() [Internal]
13817
// - TranslateWindowsInViewport() [Internal]
13818
// - ScaleWindowsInViewport() [Internal]
13819
// - FindHoveredViewportFromPlatformWindowStack() [Internal]
13820
// - UpdateViewportsNewFrame() [Internal]
13821
// - UpdateViewportsEndFrame() [Internal]
13822
// - AddUpdateViewport() [Internal]
13823
// - WindowSelectViewport() [Internal]
13824
// - WindowSyncOwnedViewport() [Internal]
13825
// - UpdatePlatformWindows()
13826
// - RenderPlatformWindowsDefault()
13827
// - FindPlatformMonitorForPos() [Internal]
13828
// - FindPlatformMonitorForRect() [Internal]
13829
// - UpdateViewportPlatformMonitor() [Internal]
13830
// - DestroyPlatformWindow() [Internal]
13831
// - DestroyPlatformWindows()
13832
//-----------------------------------------------------------------------------
13833
13834
ImGuiViewport* ImGui::GetMainViewport()
13835
0
{
13836
0
    ImGuiContext& g = *GImGui;
13837
0
    return g.Viewports[0];
13838
0
}
13839
13840
// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236)
13841
ImGuiViewport* ImGui::FindViewportByID(ImGuiID id)
13842
0
{
13843
0
    ImGuiContext& g = *GImGui;
13844
0
    for (int n = 0; n < g.Viewports.Size; n++)
13845
0
        if (g.Viewports[n]->ID == id)
13846
0
            return g.Viewports[n];
13847
0
    return NULL;
13848
0
}
13849
13850
ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle)
13851
0
{
13852
0
    ImGuiContext& g = *GImGui;
13853
0
    for (int i = 0; i != g.Viewports.Size; i++)
13854
0
        if (g.Viewports[i]->PlatformHandle == platform_handle)
13855
0
            return g.Viewports[i];
13856
0
    return NULL;
13857
0
}
13858
13859
void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport)
13860
0
{
13861
0
    ImGuiContext& g = *GImGui;
13862
0
    (void)current_window;
13863
13864
0
    if (viewport)
13865
0
        viewport->LastFrameActive = g.FrameCount;
13866
0
    if (g.CurrentViewport == viewport)
13867
0
        return;
13868
0
    g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f;
13869
0
    g.CurrentViewport = viewport;
13870
    //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0);
13871
13872
    // Notify platform layer of viewport changes
13873
    // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI
13874
0
    if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport)
13875
0
        g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport);
13876
0
}
13877
13878
void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
13879
0
{
13880
    // Abandon viewport
13881
0
    if (window->ViewportOwned && window->Viewport->Window == window)
13882
0
        window->Viewport->Size = ImVec2(0.0f, 0.0f);
13883
13884
0
    window->Viewport = viewport;
13885
0
    window->ViewportId = viewport->ID;
13886
0
    window->ViewportOwned = (viewport->Window == window);
13887
0
}
13888
13889
static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window)
13890
0
{
13891
    // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own.
13892
0
    ImGuiContext& g = *GImGui;
13893
0
    if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge))
13894
0
        if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
13895
0
            if (!window->DockIsActive)
13896
0
                if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0)
13897
0
                    if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0)
13898
0
                        return true;
13899
0
    return false;
13900
0
}
13901
13902
static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
13903
0
{
13904
0
    ImGuiContext& g = *GImGui;
13905
0
    if (window->Viewport == viewport)
13906
0
        return false;
13907
0
    if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0)
13908
0
        return false;
13909
0
    if ((viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0)
13910
0
        return false;
13911
0
    if (!viewport->GetMainRect().Contains(window->Rect()))
13912
0
        return false;
13913
0
    if (GetWindowAlwaysWantOwnViewport(window))
13914
0
        return false;
13915
13916
    // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could..
13917
0
    for (int n = 0; n < g.Windows.Size; n++)
13918
0
    {
13919
0
        ImGuiWindow* window_behind = g.Windows[n];
13920
0
        if (window_behind == window)
13921
0
            break;
13922
0
        if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow))
13923
0
            if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect()))
13924
0
                return false;
13925
0
    }
13926
13927
    // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child)
13928
0
    ImGuiViewportP* old_viewport = window->Viewport;
13929
0
    if (window->ViewportOwned)
13930
0
        for (int n = 0; n < g.Windows.Size; n++)
13931
0
            if (g.Windows[n]->Viewport == old_viewport)
13932
0
                SetWindowViewport(g.Windows[n], viewport);
13933
0
    SetWindowViewport(window, viewport);
13934
0
    BringWindowToDisplayFront(window);
13935
13936
0
    return true;
13937
0
}
13938
13939
// FIXME: handle 0 to N host viewports
13940
static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window)
13941
0
{
13942
0
    ImGuiContext& g = *GImGui;
13943
0
    return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
13944
0
}
13945
13946
// Translate Dear ImGui windows when a Host Viewport has been moved
13947
// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
13948
void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos)
13949
0
{
13950
0
    ImGuiContext& g = *GImGui;
13951
0
    IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows));
13952
13953
    // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently
13954
    // translate imgui windows from OS-window-local to absolute coordinates or vice-versa.
13955
    // 2) If it's not going to fit into the new size, keep it at same absolute position.
13956
    // One problem with this is that most Win32 applications doesn't update their render while dragging,
13957
    // and so the window will appear to teleport when releasing the mouse.
13958
0
    const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable);
13959
0
    ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size);
13960
0
    ImVec2 delta_pos = new_pos - old_pos;
13961
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++) // FIXME-OPT
13962
0
        if (translate_all_windows || (g.Windows[window_n]->Viewport == viewport && test_still_fit_rect.Contains(g.Windows[window_n]->Rect())))
13963
0
            TranslateWindow(g.Windows[window_n], delta_pos);
13964
0
}
13965
13966
// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!)
13967
void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale)
13968
0
{
13969
0
    ImGuiContext& g = *GImGui;
13970
0
    if (viewport->Window)
13971
0
    {
13972
0
        ScaleWindow(viewport->Window, scale);
13973
0
    }
13974
0
    else
13975
0
    {
13976
0
        for (int i = 0; i != g.Windows.Size; i++)
13977
0
            if (g.Windows[i]->Viewport == viewport)
13978
0
                ScaleWindow(g.Windows[i], scale);
13979
0
    }
13980
0
}
13981
13982
// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves.
13983
// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
13984
// B) It requires Platform_GetWindowFocus to be implemented by backend.
13985
ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos)
13986
0
{
13987
0
    ImGuiContext& g = *GImGui;
13988
0
    ImGuiViewportP* best_candidate = NULL;
13989
0
    for (int n = 0; n < g.Viewports.Size; n++)
13990
0
    {
13991
0
        ImGuiViewportP* viewport = g.Viewports[n];
13992
0
        if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_IsMinimized)) && viewport->GetMainRect().Contains(mouse_platform_pos))
13993
0
            if (best_candidate == NULL || best_candidate->LastFocusedStampCount < viewport->LastFocusedStampCount)
13994
0
                best_candidate = viewport;
13995
0
    }
13996
0
    return best_candidate;
13997
0
}
13998
13999
// Update viewports and monitor infos
14000
// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info.
14001
static void ImGui::UpdateViewportsNewFrame()
14002
0
{
14003
0
    ImGuiContext& g = *GImGui;
14004
0
    IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size);
14005
14006
    // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport)
14007
    // Update Focused status
14008
0
    const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0;
14009
0
    if (viewports_enabled)
14010
0
    {
14011
0
        ImGuiViewportP* focused_viewport = NULL;
14012
0
        for (int n = 0; n < g.Viewports.Size; n++)
14013
0
        {
14014
0
            ImGuiViewportP* viewport = g.Viewports[n];
14015
0
            const bool platform_funcs_available = viewport->PlatformWindowCreated;
14016
0
            if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available)
14017
0
            {
14018
0
                bool is_minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport);
14019
0
                if (is_minimized)
14020
0
                    viewport->Flags |= ImGuiViewportFlags_IsMinimized;
14021
0
                else
14022
0
                    viewport->Flags &= ~ImGuiViewportFlags_IsMinimized;
14023
0
            }
14024
14025
            // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport.
14026
            // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored.
14027
0
            if (g.PlatformIO.Platform_GetWindowFocus && platform_funcs_available)
14028
0
            {
14029
0
                bool is_focused = g.PlatformIO.Platform_GetWindowFocus(viewport);
14030
0
                if (is_focused)
14031
0
                    viewport->Flags |= ImGuiViewportFlags_IsFocused;
14032
0
                else
14033
0
                    viewport->Flags &= ~ImGuiViewportFlags_IsFocused;
14034
0
                if (is_focused)
14035
0
                    focused_viewport = viewport;
14036
0
            }
14037
0
        }
14038
14039
        // Focused viewport has changed?
14040
0
        if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID)
14041
0
        {
14042
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X, attempting to apply our focus.\n", g.PlatformLastFocusedViewportId, focused_viewport->ID);
14043
0
            const ImGuiViewport* prev_focused_viewport = FindViewportByID(g.PlatformLastFocusedViewportId);
14044
0
            const bool prev_focused_has_been_destroyed = (prev_focused_viewport == NULL) || (prev_focused_viewport->PlatformWindowCreated == false);
14045
14046
            // Store a tag so we can infer z-order easily from all our windows
14047
            // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag
14048
            // will keep the front most stamp instead of losing it back to their parent viewport.
14049
0
            if (focused_viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
14050
0
                focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
14051
0
            g.PlatformLastFocusedViewportId = focused_viewport->ID;
14052
14053
            // Focus associated dear imgui window
14054
            // - if focus didn't happen with a click within imgui boundaries, e.g. Clicking platform title bar. (#6299)
14055
            // - if focus didn't happen because we destroyed another window (#6462)
14056
            // FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well.
14057
0
            const bool apply_imgui_focus_on_focused_viewport = !IsAnyMouseDown() && !prev_focused_has_been_destroyed;
14058
0
            if (apply_imgui_focus_on_focused_viewport)
14059
0
            {
14060
0
                focused_viewport->LastFocusedHadNavWindow |= (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); // Update so a window changing viewport won't lose focus.
14061
0
                ImGuiFocusRequestFlags focus_request_flags = ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild;
14062
0
                if (focused_viewport->Window != NULL)
14063
0
                    FocusWindow(focused_viewport->Window, focus_request_flags);
14064
0
                else if (focused_viewport->LastFocusedHadNavWindow)
14065
0
                    FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport, focus_request_flags); // Focus top most in viewport
14066
0
                else
14067
0
                    FocusWindow(NULL, focus_request_flags); // No window had focus last time viewport was focused
14068
0
            }
14069
0
        }
14070
0
        if (focused_viewport)
14071
0
            focused_viewport->LastFocusedHadNavWindow = (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport);
14072
0
    }
14073
14074
    // Create/update main viewport with current platform position.
14075
    // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.
14076
0
    ImGuiViewportP* main_viewport = g.Viewports[0];
14077
0
    IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
14078
0
    IM_ASSERT(main_viewport->Window == NULL);
14079
0
    ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f);
14080
0
    ImVec2 main_viewport_size = g.IO.DisplaySize;
14081
0
    if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized))
14082
0
    {
14083
0
        main_viewport_pos = main_viewport->Pos;    // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path)
14084
0
        main_viewport_size = main_viewport->Size;
14085
0
    }
14086
0
    AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows);
14087
14088
0
    g.CurrentDpiScale = 0.0f;
14089
0
    g.CurrentViewport = NULL;
14090
0
    g.MouseViewport = NULL;
14091
0
    for (int n = 0; n < g.Viewports.Size; n++)
14092
0
    {
14093
0
        ImGuiViewportP* viewport = g.Viewports[n];
14094
0
        viewport->Idx = n;
14095
14096
        // Erase unused viewports
14097
0
        if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2)
14098
0
        {
14099
0
            DestroyViewport(viewport);
14100
0
            n--;
14101
0
            continue;
14102
0
        }
14103
14104
0
        const bool platform_funcs_available = viewport->PlatformWindowCreated;
14105
0
        if (viewports_enabled)
14106
0
        {
14107
            // Update Position and Size (from Platform Window to ImGui) if requested.
14108
            // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
14109
0
            if (!(viewport->Flags & ImGuiViewportFlags_IsMinimized) && platform_funcs_available)
14110
0
            {
14111
                // Viewport->WorkPos and WorkSize will be updated below
14112
0
                if (viewport->PlatformRequestMove)
14113
0
                    viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport);
14114
0
                if (viewport->PlatformRequestResize)
14115
0
                    viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport);
14116
0
            }
14117
0
        }
14118
14119
        // Update/copy monitor info
14120
0
        UpdateViewportPlatformMonitor(viewport);
14121
14122
        // Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to alter them again.
14123
0
        viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin;
14124
0
        viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax;
14125
0
        viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f);
14126
0
        viewport->UpdateWorkRect();
14127
14128
        // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back.
14129
0
        viewport->Alpha = 1.0f;
14130
14131
        // Translate Dear ImGui windows when a Host Viewport has been moved
14132
        // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
14133
0
        const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos;
14134
0
        if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f))
14135
0
            TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos);
14136
14137
        // Update DPI scale
14138
0
        float new_dpi_scale;
14139
0
        if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available)
14140
0
            new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport);
14141
0
        else if (viewport->PlatformMonitor != -1)
14142
0
            new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
14143
0
        else
14144
0
            new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f;
14145
0
        if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale)
14146
0
        {
14147
0
            float scale_factor = new_dpi_scale / viewport->DpiScale;
14148
0
            if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
14149
0
                ScaleWindowsInViewport(viewport, scale_factor);
14150
            //if (viewport == GetMainViewport())
14151
            //    g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor);
14152
14153
            // Scale our window moving pivot so that the window will rescale roughly around the mouse position.
14154
            // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border.
14155
            // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.)
14156
            //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport)
14157
            //    g.ActiveIdClickOffset = ImFloor(g.ActiveIdClickOffset * scale_factor);
14158
0
        }
14159
0
        viewport->DpiScale = new_dpi_scale;
14160
0
    }
14161
14162
    // Update fallback monitor
14163
0
    if (g.PlatformIO.Monitors.Size == 0)
14164
0
    {
14165
0
        ImGuiPlatformMonitor* monitor = &g.FallbackMonitor;
14166
0
        monitor->MainPos = main_viewport->Pos;
14167
0
        monitor->MainSize = main_viewport->Size;
14168
0
        monitor->WorkPos = main_viewport->WorkPos;
14169
0
        monitor->WorkSize = main_viewport->WorkSize;
14170
0
        monitor->DpiScale = main_viewport->DpiScale;
14171
0
    }
14172
14173
0
    if (!viewports_enabled)
14174
0
    {
14175
0
        g.MouseViewport = main_viewport;
14176
0
        return;
14177
0
    }
14178
14179
    // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport.
14180
    // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set.
14181
0
    ImGuiViewportP* viewport_hovered = NULL;
14182
0
    if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
14183
0
    {
14184
0
        viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL;
14185
0
        if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
14186
0
            viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback.
14187
0
    }
14188
0
    else
14189
0
    {
14190
        // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search:
14191
        // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
14192
        // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order.
14193
        // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO)
14194
0
        viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos);
14195
0
    }
14196
0
    if (viewport_hovered != NULL)
14197
0
        g.MouseLastHoveredViewport = viewport_hovered;
14198
0
    else if (g.MouseLastHoveredViewport == NULL)
14199
0
        g.MouseLastHoveredViewport = g.Viewports[0];
14200
14201
    // Update mouse reference viewport
14202
    // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode)
14203
    // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details)
14204
0
    if (g.MovingWindow && g.MovingWindow->Viewport)
14205
0
        g.MouseViewport = g.MovingWindow->Viewport;
14206
0
    else
14207
0
        g.MouseViewport = g.MouseLastHoveredViewport;
14208
14209
    // When dragging something, always refer to the last hovered viewport.
14210
    // - when releasing a moving window we will revert to aiming behind (at viewport_hovered)
14211
    // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info)
14212
    // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release.
14213
    // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that.
14214
0
    const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive;
14215
0
    if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL)
14216
0
        viewport_hovered = g.MouseLastHoveredViewport;
14217
0
    if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown())
14218
0
        if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
14219
0
            g.MouseViewport = viewport_hovered;
14220
14221
0
    IM_ASSERT(g.MouseViewport != NULL);
14222
0
}
14223
14224
// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
14225
static void ImGui::UpdateViewportsEndFrame()
14226
0
{
14227
0
    ImGuiContext& g = *GImGui;
14228
0
    g.PlatformIO.Viewports.resize(0);
14229
0
    for (int i = 0; i < g.Viewports.Size; i++)
14230
0
    {
14231
0
        ImGuiViewportP* viewport = g.Viewports[i];
14232
0
        viewport->LastPos = viewport->Pos;
14233
0
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f)
14234
0
            if (i > 0) // Always include main viewport in the list
14235
0
                continue;
14236
0
        if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window))
14237
0
            continue;
14238
0
        if (i > 0)
14239
0
            IM_ASSERT(viewport->Window != NULL);
14240
0
        g.PlatformIO.Viewports.push_back(viewport);
14241
0
    }
14242
0
    g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called
14243
0
}
14244
14245
// FIXME: We should ideally refactor the system to call this every frame (we currently don't)
14246
ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags)
14247
0
{
14248
0
    ImGuiContext& g = *GImGui;
14249
0
    IM_ASSERT(id != 0);
14250
14251
0
    flags |= ImGuiViewportFlags_IsPlatformWindow;
14252
0
    if (window != NULL)
14253
0
    {
14254
0
        if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window)
14255
0
            flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing;
14256
0
        if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs))
14257
0
            flags |= ImGuiViewportFlags_NoInputs;
14258
0
        if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing)
14259
0
            flags |= ImGuiViewportFlags_NoFocusOnAppearing;
14260
0
    }
14261
14262
0
    ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id);
14263
0
    if (viewport)
14264
0
    {
14265
        // Always update for main viewport as we are already pulling correct platform pos/size (see #4900)
14266
0
        if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14267
0
            viewport->Pos = pos;
14268
0
        if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14269
0
            viewport->Size = size;
14270
0
        viewport->Flags = flags | (viewport->Flags & (ImGuiViewportFlags_IsMinimized | ImGuiViewportFlags_IsFocused)); // Preserve existing flags
14271
0
    }
14272
0
    else
14273
0
    {
14274
        // New viewport
14275
0
        viewport = IM_NEW(ImGuiViewportP)();
14276
0
        viewport->ID = id;
14277
0
        viewport->Idx = g.Viewports.Size;
14278
0
        viewport->Pos = viewport->LastPos = pos;
14279
0
        viewport->Size = size;
14280
0
        viewport->Flags = flags;
14281
0
        UpdateViewportPlatformMonitor(viewport);
14282
0
        g.Viewports.push_back(viewport);
14283
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : "<NULL>");
14284
14285
        // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport.
14286
        // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame
14287
0
        g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x);
14288
0
        g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y);
14289
0
        g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x);
14290
0
        g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y);
14291
14292
        // Store initial DpiScale before the OS platform window creation, based on expected monitor data.
14293
        // This is so we can select an appropriate font size on the first frame of our window lifetime
14294
0
        if (viewport->PlatformMonitor != -1)
14295
0
            viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
14296
0
    }
14297
14298
0
    viewport->Window = window;
14299
0
    viewport->LastFrameActive = g.FrameCount;
14300
0
    viewport->UpdateWorkRect();
14301
0
    IM_ASSERT(window == NULL || viewport->ID == window->ID);
14302
14303
0
    if (window != NULL)
14304
0
        window->ViewportOwned = true;
14305
14306
0
    return viewport;
14307
0
}
14308
14309
static void ImGui::DestroyViewport(ImGuiViewportP* viewport)
14310
0
{
14311
    // Clear references to this viewport in windows (window->ViewportId becomes the master data)
14312
0
    ImGuiContext& g = *GImGui;
14313
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++)
14314
0
    {
14315
0
        ImGuiWindow* window = g.Windows[window_n];
14316
0
        if (window->Viewport != viewport)
14317
0
            continue;
14318
0
        window->Viewport = NULL;
14319
0
        window->ViewportOwned = false;
14320
0
    }
14321
0
    if (viewport == g.MouseLastHoveredViewport)
14322
0
        g.MouseLastHoveredViewport = NULL;
14323
14324
    // Destroy
14325
0
    IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
14326
0
    DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here.
14327
0
    IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
14328
0
    IM_ASSERT(g.Viewports[viewport->Idx] == viewport);
14329
0
    g.Viewports.erase(g.Viewports.Data + viewport->Idx);
14330
0
    IM_DELETE(viewport);
14331
0
}
14332
14333
// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten.
14334
static void ImGui::WindowSelectViewport(ImGuiWindow* window)
14335
0
{
14336
0
    ImGuiContext& g = *GImGui;
14337
0
    ImGuiWindowFlags flags = window->Flags;
14338
0
    window->ViewportAllowPlatformMonitorExtend = -1;
14339
14340
    // Restore main viewport if multi-viewport is not supported by the backend
14341
0
    ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport();
14342
0
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
14343
0
    {
14344
0
        SetWindowViewport(window, main_viewport);
14345
0
        return;
14346
0
    }
14347
0
    window->ViewportOwned = false;
14348
14349
    // Appearing popups reset their viewport so they can inherit again
14350
0
    if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing)
14351
0
    {
14352
0
        window->Viewport = NULL;
14353
0
        window->ViewportId = 0;
14354
0
    }
14355
14356
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0)
14357
0
    {
14358
        // By default inherit from parent window
14359
0
        if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive))
14360
0
            window->Viewport = window->ParentWindow->Viewport;
14361
14362
        // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file
14363
0
        if (window->Viewport == NULL && window->ViewportId != 0)
14364
0
        {
14365
0
            window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId);
14366
0
            if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX)
14367
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None);
14368
0
        }
14369
0
    }
14370
14371
0
    bool lock_viewport = false;
14372
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport)
14373
0
    {
14374
        // Code explicitly request a viewport
14375
0
        window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId);
14376
0
        window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet.
14377
0
        lock_viewport = true;
14378
0
    }
14379
0
    else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu))
14380
0
    {
14381
        // Always inherit viewport from parent window
14382
0
        if (window->DockNode && window->DockNode->HostWindow)
14383
0
            IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport);
14384
0
        window->Viewport = window->ParentWindow->Viewport;
14385
0
    }
14386
0
    else if (window->DockNode && window->DockNode->HostWindow)
14387
0
    {
14388
        // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame
14389
0
        window->Viewport = window->DockNode->HostWindow->Viewport;
14390
0
    }
14391
0
    else if (flags & ImGuiWindowFlags_Tooltip)
14392
0
    {
14393
0
        window->Viewport = g.MouseViewport;
14394
0
    }
14395
0
    else if (GetWindowAlwaysWantOwnViewport(window))
14396
0
    {
14397
0
        window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14398
0
    }
14399
0
    else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid())
14400
0
    {
14401
0
        if (window->Viewport != NULL && window->Viewport->Window == window)
14402
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14403
0
    }
14404
0
    else
14405
0
    {
14406
        // Merge into host viewport?
14407
        // We cannot test window->ViewportOwned as it set lower in the function.
14408
        // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212)
14409
0
        bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap));
14410
0
        if (try_to_merge_into_host_viewport)
14411
0
            UpdateTryMergeWindowIntoHostViewports(window);
14412
0
    }
14413
14414
    // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport
14415
0
    if (window->Viewport == NULL)
14416
0
        if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport))
14417
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14418
14419
    // Mark window as allowed to protrude outside of its viewport and into the current monitor
14420
0
    if (!lock_viewport)
14421
0
    {
14422
0
        if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
14423
0
        {
14424
            // We need to take account of the possibility that mouse may become invalid.
14425
            // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds.
14426
0
            ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos;
14427
0
            bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow);
14428
0
            bool mouse_valid = IsMousePosValid(&mouse_ref);
14429
0
            if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid))
14430
0
                window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos());
14431
0
            else
14432
0
                window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
14433
0
        }
14434
0
        else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL)
14435
0
        {
14436
            // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code.
14437
0
            const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true;
14438
0
            if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible)
14439
0
            {
14440
                // Steal/transfer ownership
14441
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name);
14442
0
                window->Viewport->Window = window;
14443
0
                window->Viewport->ID = window->ID;
14444
0
                window->Viewport->LastNameHash = 0;
14445
0
            }
14446
0
            else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge?
14447
0
            {
14448
                // New viewport
14449
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
14450
0
            }
14451
0
        }
14452
0
        else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0)
14453
0
        {
14454
            // Regular (non-child, non-popup) windows by default are also allowed to protrude
14455
            // Child windows are kept contained within their parent.
14456
0
            window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
14457
0
        }
14458
0
    }
14459
14460
    // Update flags
14461
0
    window->ViewportOwned = (window == window->Viewport->Window);
14462
0
    window->ViewportId = window->Viewport->ID;
14463
14464
    // If the OS window has a title bar, hide our imgui title bar
14465
    //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration))
14466
    //    window->Flags |= ImGuiWindowFlags_NoTitleBar;
14467
0
}
14468
14469
void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack)
14470
0
{
14471
0
    ImGuiContext& g = *GImGui;
14472
14473
0
    bool viewport_rect_changed = false;
14474
14475
    // Synchronize window --> viewport in most situations
14476
    // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM
14477
0
    if (window->Viewport->PlatformRequestMove)
14478
0
    {
14479
0
        window->Pos = window->Viewport->Pos;
14480
0
        MarkIniSettingsDirty(window);
14481
0
    }
14482
0
    else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0)
14483
0
    {
14484
0
        viewport_rect_changed = true;
14485
0
        window->Viewport->Pos = window->Pos;
14486
0
    }
14487
14488
0
    if (window->Viewport->PlatformRequestResize)
14489
0
    {
14490
0
        window->Size = window->SizeFull = window->Viewport->Size;
14491
0
        MarkIniSettingsDirty(window);
14492
0
    }
14493
0
    else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0)
14494
0
    {
14495
0
        viewport_rect_changed = true;
14496
0
        window->Viewport->Size = window->Size;
14497
0
    }
14498
0
    window->Viewport->UpdateWorkRect();
14499
14500
    // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame()
14501
    // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect.
14502
0
    if (viewport_rect_changed)
14503
0
        UpdateViewportPlatformMonitor(window->Viewport);
14504
14505
    // Update common viewport flags
14506
0
    const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear;
14507
0
    ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear;
14508
0
    ImGuiWindowFlags window_flags = window->Flags;
14509
0
    const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0;
14510
0
    const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
14511
0
    if (window_flags & ImGuiWindowFlags_Tooltip)
14512
0
        viewport_flags |= ImGuiViewportFlags_TopMost;
14513
0
    if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal)
14514
0
        viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon;
14515
0
    if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window)
14516
0
        viewport_flags |= ImGuiViewportFlags_NoDecoration;
14517
14518
    // Not correct to set modal as topmost because:
14519
    // - Because other popups can be stacked above a modal (e.g. combo box in a modal)
14520
    // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost"
14521
    //if (flags & ImGuiWindowFlags_Modal)
14522
    //    viewport_flags |= ImGuiViewportFlags_TopMost;
14523
14524
    // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them
14525
    // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration).
14526
    // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app,
14527
    // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere.
14528
0
    if (is_short_lived_floating_window && !is_modal)
14529
0
        viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick;
14530
14531
    // We can overwrite viewport flags using ImGuiWindowClass (advanced users)
14532
0
    if (window->WindowClass.ViewportFlagsOverrideSet)
14533
0
        viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet;
14534
0
    if (window->WindowClass.ViewportFlagsOverrideClear)
14535
0
        viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear;
14536
14537
    // We can also tell the backend that clearing the platform window won't be necessary,
14538
    // as our window background is filling the viewport and we have disabled BgAlpha.
14539
    // FIXME: Work on support for per-viewport transparency (#2766)
14540
0
    if (!(window_flags & ImGuiWindowFlags_NoBackground))
14541
0
        viewport_flags |= ImGuiViewportFlags_NoRendererClear;
14542
14543
0
    window->Viewport->Flags = viewport_flags;
14544
14545
    // Update parent viewport ID
14546
    // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport())
14547
0
    if (window->WindowClass.ParentViewportId != (ImGuiID)-1)
14548
0
        window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId;
14549
0
    else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive))
14550
0
        window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID;
14551
0
    else
14552
0
        window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID;
14553
0
}
14554
14555
// Called by user at the end of the main loop, after EndFrame()
14556
// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api.
14557
void ImGui::UpdatePlatformWindows()
14558
0
{
14559
0
    ImGuiContext& g = *GImGui;
14560
0
    IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?");
14561
0
    IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount);
14562
0
    g.FrameCountPlatformEnded = g.FrameCount;
14563
0
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
14564
0
        return;
14565
14566
    // Create/resize/destroy platform windows to match each active viewport.
14567
    // Skip the main viewport (index 0), which is always fully handled by the application!
14568
0
    for (int i = 1; i < g.Viewports.Size; i++)
14569
0
    {
14570
0
        ImGuiViewportP* viewport = g.Viewports[i];
14571
14572
        // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window
14573
        // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame)
14574
0
        bool destroy_platform_window = false;
14575
0
        destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1);
14576
0
        destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window));
14577
0
        if (destroy_platform_window)
14578
0
        {
14579
0
            DestroyPlatformWindow(viewport);
14580
0
            continue;
14581
0
        }
14582
14583
        // New windows that appears directly in a new viewport won't always have a size on their first frame
14584
0
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0)
14585
0
            continue;
14586
14587
        // Create window
14588
0
        const bool is_new_platform_window = (viewport->PlatformWindowCreated == false);
14589
0
        if (is_new_platform_window)
14590
0
        {
14591
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
14592
0
            g.PlatformIO.Platform_CreateWindow(viewport);
14593
0
            if (g.PlatformIO.Renderer_CreateWindow != NULL)
14594
0
                g.PlatformIO.Renderer_CreateWindow(viewport);
14595
0
            viewport->LastNameHash = 0;
14596
0
            viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?)
14597
0
            viewport->LastRendererSize = viewport->Size;                                       // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it.
14598
0
            viewport->PlatformWindowCreated = true;
14599
0
        }
14600
14601
        // Apply Position and Size (from ImGui to Platform/Renderer backends)
14602
0
        if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove)
14603
0
            g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos);
14604
0
        if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize)
14605
0
            g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size);
14606
0
        if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize)
14607
0
            g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size);
14608
0
        viewport->LastPlatformPos = viewport->Pos;
14609
0
        viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size;
14610
14611
        // Update title bar (if it changed)
14612
0
        if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window))
14613
0
        {
14614
0
            const char* title_begin = window_for_title->Name;
14615
0
            char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin);
14616
0
            const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin);
14617
0
            if (viewport->LastNameHash != title_hash)
14618
0
            {
14619
0
                char title_end_backup_c = *title_end;
14620
0
                *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain.
14621
0
                g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin);
14622
0
                *title_end = title_end_backup_c;
14623
0
                viewport->LastNameHash = title_hash;
14624
0
            }
14625
0
        }
14626
14627
        // Update alpha (if it changed)
14628
0
        if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha)
14629
0
            g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
14630
0
        viewport->LastAlpha = viewport->Alpha;
14631
14632
        // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed.
14633
0
        if (g.PlatformIO.Platform_UpdateWindow)
14634
0
            g.PlatformIO.Platform_UpdateWindow(viewport);
14635
14636
0
        if (is_new_platform_window)
14637
0
        {
14638
            // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late)
14639
0
            if (g.FrameCount < 3)
14640
0
                viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing;
14641
14642
            // Show window
14643
0
            g.PlatformIO.Platform_ShowWindow(viewport);
14644
14645
            // Even without focus, we assume the window becomes front-most.
14646
            // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
14647
0
            if (viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
14648
0
                viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
14649
0
        }
14650
14651
        // Clear request flags
14652
0
        viewport->ClearRequestFlags();
14653
0
    }
14654
0
}
14655
14656
// This is a default/basic function for performing the rendering/swap of multiple Platform Windows.
14657
// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves.
14658
// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself:
14659
//
14660
//    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
14661
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
14662
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
14663
//            MyRenderFunction(platform_io.Viewports[i], my_args);
14664
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
14665
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
14666
//            MySwapBufferFunction(platform_io.Viewports[i], my_args);
14667
//
14668
void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
14669
0
{
14670
    // Skip the main viewport (index 0), which is always fully handled by the application!
14671
0
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
14672
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
14673
0
    {
14674
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
14675
0
        if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
14676
0
            continue;
14677
0
        if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg);
14678
0
        if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg);
14679
0
    }
14680
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
14681
0
    {
14682
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
14683
0
        if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
14684
0
            continue;
14685
0
        if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
14686
0
        if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
14687
0
    }
14688
0
}
14689
14690
static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos)
14691
0
{
14692
0
    ImGuiContext& g = *GImGui;
14693
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
14694
0
    {
14695
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
14696
0
        if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos))
14697
0
            return monitor_n;
14698
0
    }
14699
0
    return -1;
14700
0
}
14701
14702
// Search for the monitor with the largest intersection area with the given rectangle
14703
// We generally try to avoid searching loops but the monitor count should be very small here
14704
// FIXME-OPT: We could test the last monitor used for that viewport first, and early
14705
static int ImGui::FindPlatformMonitorForRect(const ImRect& rect)
14706
0
{
14707
0
    ImGuiContext& g = *GImGui;
14708
14709
0
    const int monitor_count = g.PlatformIO.Monitors.Size;
14710
0
    if (monitor_count <= 1)
14711
0
        return monitor_count - 1;
14712
14713
    // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position.
14714
    // This is necessary for tooltips which always resize down to zero at first.
14715
0
    const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f);
14716
0
    int best_monitor_n = -1;
14717
0
    float best_monitor_surface = 0.001f;
14718
14719
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++)
14720
0
    {
14721
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
14722
0
        const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize);
14723
0
        if (monitor_rect.Contains(rect))
14724
0
            return monitor_n;
14725
0
        ImRect overlapping_rect = rect;
14726
0
        overlapping_rect.ClipWithFull(monitor_rect);
14727
0
        float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight();
14728
0
        if (overlapping_surface < best_monitor_surface)
14729
0
            continue;
14730
0
        best_monitor_surface = overlapping_surface;
14731
0
        best_monitor_n = monitor_n;
14732
0
    }
14733
0
    return best_monitor_n;
14734
0
}
14735
14736
// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor)
14737
static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport)
14738
0
{
14739
0
    viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect());
14740
0
}
14741
14742
// Return value is always != NULL, but don't hold on it across frames.
14743
const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p)
14744
0
{
14745
0
    ImGuiContext& g = *GImGui;
14746
0
    ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p;
14747
0
    int monitor_idx = viewport->PlatformMonitor;
14748
0
    if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
14749
0
        return &g.PlatformIO.Monitors[monitor_idx];
14750
0
    return &g.FallbackMonitor;
14751
0
}
14752
14753
void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
14754
0
{
14755
0
    ImGuiContext& g = *GImGui;
14756
0
    if (viewport->PlatformWindowCreated)
14757
0
    {
14758
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Destroy Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
14759
0
        if (g.PlatformIO.Renderer_DestroyWindow)
14760
0
            g.PlatformIO.Renderer_DestroyWindow(viewport);
14761
0
        if (g.PlatformIO.Platform_DestroyWindow)
14762
0
            g.PlatformIO.Platform_DestroyWindow(viewport);
14763
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL);
14764
14765
        // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize()
14766
        // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public.
14767
0
        if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID)
14768
0
            viewport->PlatformWindowCreated = false;
14769
0
    }
14770
0
    else
14771
0
    {
14772
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
14773
0
    }
14774
0
    viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL;
14775
0
    viewport->ClearRequestFlags();
14776
0
}
14777
14778
void ImGui::DestroyPlatformWindows()
14779
0
{
14780
    // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend
14781
    // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData.
14782
    // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling
14783
    // code to operator a consistent manner.
14784
    // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without
14785
    // crashing if it doesn't have data stored.
14786
0
    ImGuiContext& g = *GImGui;
14787
0
    for (int i = 0; i < g.Viewports.Size; i++)
14788
0
        DestroyPlatformWindow(g.Viewports[i]);
14789
0
}
14790
14791
14792
//-----------------------------------------------------------------------------
14793
// [SECTION] DOCKING
14794
//-----------------------------------------------------------------------------
14795
// Docking: Internal Types
14796
// Docking: Forward Declarations
14797
// Docking: ImGuiDockContext
14798
// Docking: ImGuiDockContext Docking/Undocking functions
14799
// Docking: ImGuiDockNode
14800
// Docking: ImGuiDockNode Tree manipulation functions
14801
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
14802
// Docking: Builder Functions
14803
// Docking: Begin/End Support Functions (called from Begin/End)
14804
// Docking: Settings
14805
//-----------------------------------------------------------------------------
14806
14807
//-----------------------------------------------------------------------------
14808
// Typical Docking call flow: (root level is generally public API):
14809
//-----------------------------------------------------------------------------
14810
// - NewFrame()                               new dear imgui frame
14811
//    | DockContextNewFrameUpdateUndocking()  - process queued undocking requests
14812
//    | - DockContextProcessUndockWindow()    - process one window undocking request
14813
//    | - DockContextProcessUndockNode()      - process one whole node undocking request
14814
//    | DockContextNewFrameUpdateUndocking()  - process queue docking requests, create floating dock nodes
14815
//    | - update g.HoveredDockNode            - [debug] update node hovered by mouse
14816
//    | - DockContextProcessDock()            - process one docking request
14817
//    | - DockNodeUpdate()
14818
//    |   - DockNodeUpdateForRootNode()
14819
//    |     - DockNodeUpdateFlagsAndCollapse()
14820
//    |     - DockNodeFindInfo()
14821
//    |   - destroy unused node or tab bar
14822
//    |   - create dock node host window
14823
//    |      - Begin() etc.
14824
//    |   - DockNodeStartMouseMovingWindow()
14825
//    |   - DockNodeTreeUpdatePosSize()
14826
//    |   - DockNodeTreeUpdateSplitter()
14827
//    |   - draw node background
14828
//    |   - DockNodeUpdateTabBar()            - create/update tab bar for a docking node
14829
//    |     - DockNodeAddTabBar()
14830
//    |     - DockNodeUpdateWindowMenu()
14831
//    |     - DockNodeCalcTabBarLayout()
14832
//    |     - BeginTabBarEx()
14833
//    |     - TabItemEx() calls
14834
//    |     - EndTabBar()
14835
//    |   - BeginDockableDragDropTarget()
14836
//    |      - DockNodeUpdate()               - recurse into child nodes...
14837
//-----------------------------------------------------------------------------
14838
// - DockSpace()                              user submit a dockspace into a window
14839
//    | Begin(Child)                          - create a child window
14840
//    | DockNodeUpdate()                      - call main dock node update function
14841
//    | End(Child)
14842
//    | ItemSize()
14843
//-----------------------------------------------------------------------------
14844
// - Begin()
14845
//    | BeginDocked()
14846
//    | BeginDockableDragDropSource()
14847
//    | BeginDockableDragDropTarget()
14848
//    | - DockNodePreviewDockRender()
14849
//-----------------------------------------------------------------------------
14850
// - EndFrame()
14851
//    | DockContextEndFrame()
14852
//-----------------------------------------------------------------------------
14853
14854
//-----------------------------------------------------------------------------
14855
// Docking: Internal Types
14856
//-----------------------------------------------------------------------------
14857
// - ImGuiDockRequestType
14858
// - ImGuiDockRequest
14859
// - ImGuiDockPreviewData
14860
// - ImGuiDockNodeSettings
14861
// - ImGuiDockContext
14862
//-----------------------------------------------------------------------------
14863
14864
enum ImGuiDockRequestType
14865
{
14866
    ImGuiDockRequestType_None = 0,
14867
    ImGuiDockRequestType_Dock,
14868
    ImGuiDockRequestType_Undock,
14869
    ImGuiDockRequestType_Split                  // Split is the same as Dock but without a DockPayload
14870
};
14871
14872
struct ImGuiDockRequest
14873
{
14874
    ImGuiDockRequestType    Type;
14875
    ImGuiWindow*            DockTargetWindow;   // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL)
14876
    ImGuiDockNode*          DockTargetNode;     // Destination/Target Node to dock into
14877
    ImGuiWindow*            DockPayload;        // Source/Payload window to dock (may be a loose window or a DockNode), [Optional]
14878
    ImGuiDir                DockSplitDir;
14879
    float                   DockSplitRatio;
14880
    bool                    DockSplitOuter;
14881
    ImGuiWindow*            UndockTargetWindow;
14882
    ImGuiDockNode*          UndockTargetNode;
14883
14884
    ImGuiDockRequest()
14885
0
    {
14886
0
        Type = ImGuiDockRequestType_None;
14887
0
        DockTargetWindow = DockPayload = UndockTargetWindow = NULL;
14888
0
        DockTargetNode = UndockTargetNode = NULL;
14889
0
        DockSplitDir = ImGuiDir_None;
14890
0
        DockSplitRatio = 0.5f;
14891
0
        DockSplitOuter = false;
14892
0
    }
14893
};
14894
14895
struct ImGuiDockPreviewData
14896
{
14897
    ImGuiDockNode   FutureNode;
14898
    bool            IsDropAllowed;
14899
    bool            IsCenterAvailable;
14900
    bool            IsSidesAvailable;           // Hold your breath, grammar freaks..
14901
    bool            IsSplitDirExplicit;         // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window)
14902
    ImGuiDockNode*  SplitNode;
14903
    ImGuiDir        SplitDir;
14904
    float           SplitRatio;
14905
    ImRect          DropRectsDraw[ImGuiDir_COUNT + 1];  // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects()
14906
14907
0
    ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); }
14908
};
14909
14910
// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes)
14911
struct ImGuiDockNodeSettings
14912
{
14913
    ImGuiID             ID;
14914
    ImGuiID             ParentNodeId;
14915
    ImGuiID             ParentWindowId;
14916
    ImGuiID             SelectedTabId;
14917
    signed char         SplitAxis;
14918
    char                Depth;
14919
    ImGuiDockNodeFlags  Flags;                  // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_)
14920
    ImVec2ih            Pos;
14921
    ImVec2ih            Size;
14922
    ImVec2ih            SizeRef;
14923
0
    ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; }
14924
};
14925
14926
//-----------------------------------------------------------------------------
14927
// Docking: Forward Declarations
14928
//-----------------------------------------------------------------------------
14929
14930
namespace ImGui
14931
{
14932
    // ImGuiDockContext
14933
    static ImGuiDockNode*   DockContextAddNode(ImGuiContext* ctx, ImGuiID id);
14934
    static void             DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node);
14935
    static void             DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node);
14936
    static void             DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req);
14937
    static void             DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx);
14938
    static ImGuiDockNode*   DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window);
14939
    static void             DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count);
14940
    static void             DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id);                            // Use root_id==0 to add all
14941
14942
    // ImGuiDockNode
14943
    static void             DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar);
14944
    static void             DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
14945
    static void             DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
14946
    static ImGuiWindow*     DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id);
14947
    static void             DockNodeApplyPosSizeToWindows(ImGuiDockNode* node);
14948
    static void             DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id);
14949
    static void             DockNodeHideHostWindow(ImGuiDockNode* node);
14950
    static void             DockNodeUpdate(ImGuiDockNode* node);
14951
    static void             DockNodeUpdateForRootNode(ImGuiDockNode* node);
14952
    static void             DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node);
14953
    static void             DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node);
14954
    static void             DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window);
14955
    static void             DockNodeAddTabBar(ImGuiDockNode* node);
14956
    static void             DockNodeRemoveTabBar(ImGuiDockNode* node);
14957
    static void             DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar);
14958
    static void             DockNodeUpdateVisibleFlag(ImGuiDockNode* node);
14959
    static void             DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window);
14960
    static bool             DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window);
14961
    static void             DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking);
14962
    static void             DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data);
14963
    static void             DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos);
14964
    static void             DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired);
14965
    static bool             DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos);
14966
0
    static const char*      DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; }
14967
    static int              DockNodeGetTabOrder(ImGuiWindow* window);
14968
14969
    // ImGuiDockNode tree manipulations
14970
    static void             DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node);
14971
    static void             DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child);
14972
    static void             DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL);
14973
    static void             DockNodeTreeUpdateSplitter(ImGuiDockNode* node);
14974
    static ImGuiDockNode*   DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos);
14975
    static ImGuiDockNode*   DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node);
14976
14977
    // Settings
14978
    static void             DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id);
14979
    static void             DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count);
14980
    static ImGuiDockNodeSettings*   DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id);
14981
    static void             DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
14982
    static void             DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
14983
    static void*            DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
14984
    static void             DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
14985
    static void             DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf);
14986
}
14987
14988
//-----------------------------------------------------------------------------
14989
// Docking: ImGuiDockContext
14990
//-----------------------------------------------------------------------------
14991
// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings,
14992
// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active.
14993
// At boot time only, we run a simple GC to remove nodes that have no references.
14994
// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures),
14995
// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does).
14996
// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data.
14997
//-----------------------------------------------------------------------------
14998
// - DockContextInitialize()
14999
// - DockContextShutdown()
15000
// - DockContextClearNodes()
15001
// - DockContextRebuildNodes()
15002
// - DockContextNewFrameUpdateUndocking()
15003
// - DockContextNewFrameUpdateDocking()
15004
// - DockContextEndFrame()
15005
// - DockContextFindNodeByID()
15006
// - DockContextBindNodeToWindow()
15007
// - DockContextGenNodeID()
15008
// - DockContextAddNode()
15009
// - DockContextRemoveNode()
15010
// - ImGuiDockContextPruneNodeData
15011
// - DockContextPruneUnusedSettingsNodes()
15012
// - DockContextBuildNodesFromSettings()
15013
// - DockContextBuildAddWindowsToNodes()
15014
//-----------------------------------------------------------------------------
15015
15016
void ImGui::DockContextInitialize(ImGuiContext* ctx)
15017
0
{
15018
0
    ImGuiContext& g = *ctx;
15019
15020
    // Add .ini handle for persistent docking data
15021
0
    ImGuiSettingsHandler ini_handler;
15022
0
    ini_handler.TypeName = "Docking";
15023
0
    ini_handler.TypeHash = ImHashStr("Docking");
15024
0
    ini_handler.ClearAllFn = DockSettingsHandler_ClearAll;
15025
0
    ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read
15026
0
    ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen;
15027
0
    ini_handler.ReadLineFn = DockSettingsHandler_ReadLine;
15028
0
    ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll;
15029
0
    ini_handler.WriteAllFn = DockSettingsHandler_WriteAll;
15030
0
    g.SettingsHandlers.push_back(ini_handler);
15031
15032
0
    g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default;
15033
0
}
15034
15035
void ImGui::DockContextShutdown(ImGuiContext* ctx)
15036
0
{
15037
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15038
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15039
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15040
0
            IM_DELETE(node);
15041
0
}
15042
15043
void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs)
15044
0
{
15045
0
    IM_UNUSED(ctx);
15046
0
    IM_ASSERT(ctx == GImGui);
15047
0
    DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs);
15048
0
    DockBuilderRemoveNodeChildNodes(root_id);
15049
0
}
15050
15051
// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch
15052
// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!)
15053
void ImGui::DockContextRebuildNodes(ImGuiContext* ctx)
15054
0
{
15055
0
    ImGuiContext& g = *ctx;
15056
0
    ImGuiDockContext* dc = &ctx->DockContext;
15057
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n");
15058
0
    SaveIniSettingsToMemory();
15059
0
    ImGuiID root_id = 0; // Rebuild all
15060
0
    DockContextClearNodes(ctx, root_id, false);
15061
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
15062
0
    DockContextBuildAddWindowsToNodes(ctx, root_id);
15063
0
}
15064
15065
// Docking context update function, called by NewFrame()
15066
void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx)
15067
0
{
15068
0
    ImGuiContext& g = *ctx;
15069
0
    ImGuiDockContext* dc = &ctx->DockContext;
15070
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
15071
0
    {
15072
0
        if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0)
15073
0
            DockContextClearNodes(ctx, 0, true);
15074
0
        return;
15075
0
    }
15076
15077
    // Setting NoSplit at runtime merges all nodes
15078
0
    if (g.IO.ConfigDockingNoSplit)
15079
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
15080
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15081
0
                if (node->IsRootNode() && node->IsSplitNode())
15082
0
                {
15083
0
                    DockBuilderRemoveNodeChildNodes(node->ID);
15084
                    //dc->WantFullRebuild = true;
15085
0
                }
15086
15087
    // Process full rebuild
15088
#if 0
15089
    if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C)))
15090
        dc->WantFullRebuild = true;
15091
#endif
15092
0
    if (dc->WantFullRebuild)
15093
0
    {
15094
0
        DockContextRebuildNodes(ctx);
15095
0
        dc->WantFullRebuild = false;
15096
0
    }
15097
15098
    // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame)
15099
0
    for (int n = 0; n < dc->Requests.Size; n++)
15100
0
    {
15101
0
        ImGuiDockRequest* req = &dc->Requests[n];
15102
0
        if (req->Type == ImGuiDockRequestType_Undock && req->UndockTargetWindow)
15103
0
            DockContextProcessUndockWindow(ctx, req->UndockTargetWindow);
15104
0
        else if (req->Type == ImGuiDockRequestType_Undock && req->UndockTargetNode)
15105
0
            DockContextProcessUndockNode(ctx, req->UndockTargetNode);
15106
0
    }
15107
0
}
15108
15109
// Docking context update function, called by NewFrame()
15110
void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx)
15111
0
{
15112
0
    ImGuiContext& g = *ctx;
15113
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15114
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
15115
0
        return;
15116
15117
    // [DEBUG] Store hovered dock node.
15118
    // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut.
15119
    // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering.
15120
0
    g.DebugHoveredDockNode = NULL;
15121
0
    if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow)
15122
0
    {
15123
0
        if (hovered_window->DockNodeAsHost)
15124
0
            g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos);
15125
0
        else if (hovered_window->RootWindow->DockNode)
15126
0
            g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode;
15127
0
    }
15128
15129
    // Process Docking requests
15130
0
    for (int n = 0; n < dc->Requests.Size; n++)
15131
0
        if (dc->Requests[n].Type == ImGuiDockRequestType_Dock)
15132
0
            DockContextProcessDock(ctx, &dc->Requests[n]);
15133
0
    dc->Requests.resize(0);
15134
15135
    // Create windows for each automatic docking nodes
15136
    // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high)
15137
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15138
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15139
0
            if (node->IsFloatingNode())
15140
0
                DockNodeUpdate(node);
15141
0
}
15142
15143
void ImGui::DockContextEndFrame(ImGuiContext* ctx)
15144
0
{
15145
    // Draw backgrounds of node missing their window
15146
0
    ImGuiContext& g = *ctx;
15147
0
    ImGuiDockContext* dc = &g.DockContext;
15148
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15149
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15150
0
            if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame)
15151
0
            {
15152
0
                ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size);
15153
0
                ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), DOCKING_SPLITTER_SIZE);
15154
0
                node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
15155
0
                node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags);
15156
0
            }
15157
0
}
15158
15159
ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id)
15160
0
{
15161
0
    return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id);
15162
0
}
15163
15164
ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx)
15165
0
{
15166
    // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used)
15167
    // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0
15168
    // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted.
15169
0
    ImGuiID id = 0x0001;
15170
0
    while (DockContextFindNodeByID(ctx, id) != NULL)
15171
0
        id++;
15172
0
    return id;
15173
0
}
15174
15175
static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id)
15176
0
{
15177
    // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window.
15178
0
    ImGuiContext& g = *ctx;
15179
0
    if (id == 0)
15180
0
        id = DockContextGenNodeID(ctx);
15181
0
    else
15182
0
        IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL);
15183
15184
    // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings!
15185
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id);
15186
0
    ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id);
15187
0
    ctx->DockContext.Nodes.SetVoidPtr(node->ID, node);
15188
0
    return node;
15189
0
}
15190
15191
static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node)
15192
0
{
15193
0
    ImGuiContext& g = *ctx;
15194
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15195
15196
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID);
15197
0
    IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node);
15198
0
    IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL);
15199
0
    IM_ASSERT(node->Windows.Size == 0);
15200
15201
0
    if (node->HostWindow)
15202
0
        node->HostWindow->DockNodeAsHost = NULL;
15203
15204
0
    ImGuiDockNode* parent_node = node->ParentNode;
15205
0
    const bool merge = (merge_sibling_into_parent_node && parent_node != NULL);
15206
0
    if (merge)
15207
0
    {
15208
0
        IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node);
15209
0
        ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]);
15210
0
        DockNodeTreeMerge(&g, parent_node, sibling_node);
15211
0
    }
15212
0
    else
15213
0
    {
15214
0
        for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++)
15215
0
            if (parent_node->ChildNodes[n] == node)
15216
0
                node->ParentNode->ChildNodes[n] = NULL;
15217
0
        dc->Nodes.SetVoidPtr(node->ID, NULL);
15218
0
        IM_DELETE(node);
15219
0
    }
15220
0
}
15221
15222
static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs)
15223
0
{
15224
0
    const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs;
15225
0
    const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs;
15226
0
    return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a);
15227
0
}
15228
15229
// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here.
15230
struct ImGuiDockContextPruneNodeData
15231
{
15232
    int         CountWindows, CountChildWindows, CountChildNodes;
15233
    ImGuiID     RootId;
15234
0
    ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; }
15235
};
15236
15237
// Garbage collect unused nodes (run once at init time)
15238
static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx)
15239
0
{
15240
0
    ImGuiContext& g = *ctx;
15241
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15242
0
    IM_ASSERT(g.Windows.Size == 0);
15243
15244
0
    ImPool<ImGuiDockContextPruneNodeData> pool;
15245
0
    pool.Reserve(dc->NodesSettings.Size);
15246
15247
    // Count child nodes and compute RootID
15248
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15249
0
    {
15250
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15251
0
        ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0;
15252
0
        pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID;
15253
0
        if (settings->ParentNodeId)
15254
0
            pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++;
15255
0
    }
15256
15257
    // Count reference to dock ids from dockspaces
15258
    // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes()
15259
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15260
0
    {
15261
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15262
0
        if (settings->ParentWindowId != 0)
15263
0
            if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->ParentWindowId))
15264
0
                if (window_settings->DockId)
15265
0
                    if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId))
15266
0
                        data->CountChildNodes++;
15267
0
    }
15268
15269
    // Count reference to dock ids from window settings
15270
    // We guard against the possibility of an invalid .ini file (RootID may point to a missing node)
15271
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
15272
0
        if (ImGuiID dock_id = settings->DockId)
15273
0
            if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id))
15274
0
            {
15275
0
                data->CountWindows++;
15276
0
                if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId))
15277
0
                    data_root->CountChildWindows++;
15278
0
            }
15279
15280
    // Prune
15281
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15282
0
    {
15283
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15284
0
        ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID);
15285
0
        if (data->CountWindows > 1)
15286
0
            continue;
15287
0
        ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId);
15288
15289
0
        bool remove = false;
15290
0
        remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode));  // Floating root node with only 1 window
15291
0
        remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window
15292
0
        remove |= (data_root->CountChildWindows == 0);
15293
0
        if (remove)
15294
0
        {
15295
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID);
15296
0
            DockSettingsRemoveNodeReferences(&settings->ID, 1);
15297
0
            settings->ID = 0;
15298
0
        }
15299
0
    }
15300
0
}
15301
15302
static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count)
15303
0
{
15304
    // Build nodes
15305
0
    for (int node_n = 0; node_n < node_settings_count; node_n++)
15306
0
    {
15307
0
        ImGuiDockNodeSettings* settings = &node_settings_array[node_n];
15308
0
        if (settings->ID == 0)
15309
0
            continue;
15310
0
        ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID);
15311
0
        node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL;
15312
0
        node->Pos = ImVec2(settings->Pos.x, settings->Pos.y);
15313
0
        node->Size = ImVec2(settings->Size.x, settings->Size.y);
15314
0
        node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y);
15315
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode;
15316
0
        if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL)
15317
0
            node->ParentNode->ChildNodes[0] = node;
15318
0
        else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL)
15319
0
            node->ParentNode->ChildNodes[1] = node;
15320
0
        node->SelectedTabId = settings->SelectedTabId;
15321
0
        node->SplitAxis = (ImGuiAxis)settings->SplitAxis;
15322
0
        node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_);
15323
15324
        // Bind host window immediately if it already exist (in case of a rebuild)
15325
        // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set.
15326
0
        char host_window_title[20];
15327
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
15328
0
        node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title)));
15329
0
    }
15330
0
}
15331
15332
void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id)
15333
0
{
15334
    // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame)
15335
0
    ImGuiContext& g = *ctx;
15336
0
    for (int n = 0; n < g.Windows.Size; n++)
15337
0
    {
15338
0
        ImGuiWindow* window = g.Windows[n];
15339
0
        if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1)
15340
0
            continue;
15341
0
        if (window->DockNode != NULL)
15342
0
            continue;
15343
15344
0
        ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
15345
0
        IM_ASSERT(node != NULL);   // This should have been called after DockContextBuildNodesFromSettings()
15346
0
        if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id)
15347
0
            DockNodeAddWindow(node, window, true);
15348
0
    }
15349
0
}
15350
15351
//-----------------------------------------------------------------------------
15352
// Docking: ImGuiDockContext Docking/Undocking functions
15353
//-----------------------------------------------------------------------------
15354
// - DockContextQueueDock()
15355
// - DockContextQueueUndockWindow()
15356
// - DockContextQueueUndockNode()
15357
// - DockContextQueueNotifyRemovedNode()
15358
// - DockContextProcessDock()
15359
// - DockContextProcessUndockWindow()
15360
// - DockContextProcessUndockNode()
15361
// - DockContextCalcDropPosForDocking()
15362
//-----------------------------------------------------------------------------
15363
15364
void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer)
15365
0
{
15366
0
    IM_ASSERT(target != payload);
15367
0
    ImGuiDockRequest req;
15368
0
    req.Type = ImGuiDockRequestType_Dock;
15369
0
    req.DockTargetWindow = target;
15370
0
    req.DockTargetNode = target_node;
15371
0
    req.DockPayload = payload;
15372
0
    req.DockSplitDir = split_dir;
15373
0
    req.DockSplitRatio = split_ratio;
15374
0
    req.DockSplitOuter = split_outer;
15375
0
    ctx->DockContext.Requests.push_back(req);
15376
0
}
15377
15378
void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window)
15379
0
{
15380
0
    ImGuiDockRequest req;
15381
0
    req.Type = ImGuiDockRequestType_Undock;
15382
0
    req.UndockTargetWindow = window;
15383
0
    ctx->DockContext.Requests.push_back(req);
15384
0
}
15385
15386
void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
15387
0
{
15388
0
    ImGuiDockRequest req;
15389
0
    req.Type = ImGuiDockRequestType_Undock;
15390
0
    req.UndockTargetNode = node;
15391
0
    ctx->DockContext.Requests.push_back(req);
15392
0
}
15393
15394
void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node)
15395
0
{
15396
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15397
0
    for (int n = 0; n < dc->Requests.Size; n++)
15398
0
        if (dc->Requests[n].DockTargetNode == node)
15399
0
            dc->Requests[n].Type = ImGuiDockRequestType_None;
15400
0
}
15401
15402
void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
15403
0
{
15404
0
    IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL));
15405
0
    IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL);
15406
15407
0
    ImGuiContext& g = *ctx;
15408
0
    IM_UNUSED(g);
15409
15410
0
    ImGuiWindow* payload_window = req->DockPayload;     // Optional
15411
0
    ImGuiWindow* target_window = req->DockTargetWindow;
15412
0
    ImGuiDockNode* node = req->DockTargetNode;
15413
0
    if (payload_window)
15414
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir);
15415
0
    else
15416
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir);
15417
15418
    // Decide which Tab will be selected at the end of the operation
15419
0
    ImGuiID next_selected_id = 0;
15420
0
    ImGuiDockNode* payload_node = NULL;
15421
0
    if (payload_window)
15422
0
    {
15423
0
        payload_node = payload_window->DockNodeAsHost;
15424
0
        payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later.
15425
0
        if (payload_node && payload_node->IsLeafNode())
15426
0
            next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId;
15427
0
        if (payload_node == NULL)
15428
0
            next_selected_id = payload_window->TabId;
15429
0
    }
15430
15431
    // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well
15432
    // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==.
15433
0
    if (node)
15434
0
        IM_ASSERT(node->LastFrameAlive <= g.FrameCount);
15435
0
    if (node && target_window && node == target_window->DockNodeAsHost)
15436
0
        IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode());
15437
15438
    // Create new node and add existing window to it
15439
0
    if (node == NULL)
15440
0
    {
15441
0
        node = DockContextAddNode(ctx, 0);
15442
0
        node->Pos = target_window->Pos;
15443
0
        node->Size = target_window->Size;
15444
0
        if (target_window->DockNodeAsHost == NULL)
15445
0
        {
15446
0
            DockNodeAddWindow(node, target_window, true);
15447
0
            node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted;
15448
0
            target_window->DockIsActive = true;
15449
0
        }
15450
0
    }
15451
15452
0
    ImGuiDir split_dir = req->DockSplitDir;
15453
0
    if (split_dir != ImGuiDir_None)
15454
0
    {
15455
        // Split into two, one side will be our payload node unless we are dropping a loose window
15456
0
        const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
15457
0
        const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side
15458
0
        const float split_ratio = req->DockSplitRatio;
15459
0
        DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node);  // payload_node may be NULL here!
15460
0
        ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1];
15461
0
        new_node->HostWindow = node->HostWindow;
15462
0
        node = new_node;
15463
0
    }
15464
0
    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
15465
15466
0
    if (node != payload_node)
15467
0
    {
15468
        // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!)
15469
0
        if (node->Windows.Size > 0 && node->TabBar == NULL)
15470
0
        {
15471
0
            DockNodeAddTabBar(node);
15472
0
            for (int n = 0; n < node->Windows.Size; n++)
15473
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
15474
0
        }
15475
15476
0
        if (payload_node != NULL)
15477
0
        {
15478
            // Transfer full payload node (with 1+ child windows or child nodes)
15479
0
            if (payload_node->IsSplitNode())
15480
0
            {
15481
0
                if (node->Windows.Size > 0)
15482
0
                {
15483
                    // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node.
15484
                    // In this situation, we move the windows of the target node into the currently visible node of the payload.
15485
                    // This allows us to preserve some of the underlying dock tree settings nicely.
15486
0
                    IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted.
15487
0
                    ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows;
15488
0
                    if (visible_node->TabBar)
15489
0
                        IM_ASSERT(visible_node->TabBar->Tabs.Size > 0);
15490
0
                    DockNodeMoveWindows(node, visible_node);
15491
0
                    DockNodeMoveWindows(visible_node, node);
15492
0
                    DockSettingsRenameNodeReferences(node->ID, visible_node->ID);
15493
0
                }
15494
0
                if (node->IsCentralNode())
15495
0
                {
15496
                    // Central node property needs to be moved to a leaf node, pick the last focused one.
15497
                    // FIXME-DOCK: If we had to transfer other flags here, what would the policy be?
15498
0
                    ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId);
15499
0
                    IM_ASSERT(last_focused_node != NULL);
15500
0
                    ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node);
15501
0
                    IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node));
15502
0
                    last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
15503
0
                    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode);
15504
0
                    last_focused_root_node->CentralNode = last_focused_node;
15505
0
                }
15506
15507
0
                IM_ASSERT(node->Windows.Size == 0);
15508
0
                DockNodeMoveChildNodes(node, payload_node);
15509
0
            }
15510
0
            else
15511
0
            {
15512
0
                const ImGuiID payload_dock_id = payload_node->ID;
15513
0
                DockNodeMoveWindows(node, payload_node);
15514
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
15515
0
            }
15516
0
            DockContextRemoveNode(ctx, payload_node, true);
15517
0
        }
15518
0
        else if (payload_window)
15519
0
        {
15520
            // Transfer single window
15521
0
            const ImGuiID payload_dock_id = payload_window->DockId;
15522
0
            node->VisibleWindow = payload_window;
15523
0
            DockNodeAddWindow(node, payload_window, true);
15524
0
            if (payload_dock_id != 0)
15525
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
15526
0
        }
15527
0
    }
15528
0
    else
15529
0
    {
15530
        // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar
15531
0
        node->WantHiddenTabBarUpdate = true;
15532
0
    }
15533
15534
    // Update selection immediately
15535
0
    if (ImGuiTabBar* tab_bar = node->TabBar)
15536
0
        tab_bar->NextSelectedTabId = next_selected_id;
15537
0
    MarkIniSettingsDirty();
15538
0
}
15539
15540
// Problem:
15541
//   Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more
15542
//   than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic
15543
//   with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be
15544
//   due to missing ImGuiBackendFlags_HasMouseCursors backend flag).
15545
// Solution:
15546
//   When undocking a window we currently force its maximum size to 90% of the host viewport or monitor.
15547
// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch).
15548
static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport)
15549
0
{
15550
0
    if (ref_viewport == NULL)
15551
0
        return size;
15552
15553
0
    ImGuiContext& g = *GImGui;
15554
0
    ImVec2 max_size = ImFloor(ref_viewport->WorkSize * 0.90f);
15555
0
    if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
15556
0
    {
15557
0
        const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport);
15558
0
        max_size = ImFloor(monitor->WorkSize * 0.90f);
15559
0
    }
15560
0
    return ImMin(size, max_size);
15561
0
}
15562
15563
void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref)
15564
0
{
15565
0
    ImGuiContext& g = *ctx;
15566
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref);
15567
0
    if (window->DockNode)
15568
0
        DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId);
15569
0
    else
15570
0
        window->DockId = 0;
15571
0
    window->Collapsed = false;
15572
0
    window->DockIsActive = false;
15573
0
    window->DockNodeIsVisible = window->DockTabIsVisible = false;
15574
0
    window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport);
15575
15576
0
    MarkIniSettingsDirty();
15577
0
}
15578
15579
void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
15580
0
{
15581
0
    ImGuiContext& g = *ctx;
15582
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID);
15583
0
    IM_ASSERT(node->IsLeafNode());
15584
0
    IM_ASSERT(node->Windows.Size >= 1);
15585
15586
0
    if (node->IsRootNode() || node->IsCentralNode())
15587
0
    {
15588
        // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload.
15589
0
        ImGuiDockNode* new_node = DockContextAddNode(ctx, 0);
15590
0
        new_node->Pos = node->Pos;
15591
0
        new_node->Size = node->Size;
15592
0
        new_node->SizeRef = node->SizeRef;
15593
0
        DockNodeMoveWindows(new_node, node);
15594
0
        DockSettingsRenameNodeReferences(node->ID, new_node->ID);
15595
0
        node = new_node;
15596
0
    }
15597
0
    else
15598
0
    {
15599
        // Otherwise extract our node and merge our sibling back into the parent node.
15600
0
        IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
15601
0
        int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1;
15602
0
        node->ParentNode->ChildNodes[index_in_parent] = NULL;
15603
0
        DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]);
15604
0
        node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport
15605
0
        node->ParentNode = NULL;
15606
0
    }
15607
0
    for (int n = 0; n < node->Windows.Size; n++)
15608
0
    {
15609
0
        ImGuiWindow* window = node->Windows[n];
15610
0
        window->Flags &= ~ImGuiWindowFlags_ChildWindow;
15611
0
        if (window->ParentWindow)
15612
0
            window->ParentWindow->DC.ChildWindows.find_erase(window);
15613
0
        UpdateWindowParentAndRootLinks(window, window->Flags, NULL);
15614
0
    }
15615
0
    node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode;
15616
0
    node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport);
15617
0
    node->WantMouseMove = true;
15618
0
    MarkIniSettingsDirty();
15619
0
}
15620
15621
// This is mostly used for automation.
15622
bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos)
15623
0
{
15624
    // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects
15625
    // (which would be functionally identical) we only show the outer one. Reflect this here.
15626
0
    if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None)
15627
0
        split_outer = true;
15628
0
    ImGuiDockPreviewData split_data;
15629
0
    DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer);
15630
0
    if (split_data.DropRectsDraw[split_dir+1].IsInverted())
15631
0
        return false;
15632
0
    *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter();
15633
0
    return true;
15634
0
}
15635
15636
//-----------------------------------------------------------------------------
15637
// Docking: ImGuiDockNode
15638
//-----------------------------------------------------------------------------
15639
// - DockNodeGetTabOrder()
15640
// - DockNodeAddWindow()
15641
// - DockNodeRemoveWindow()
15642
// - DockNodeMoveChildNodes()
15643
// - DockNodeMoveWindows()
15644
// - DockNodeApplyPosSizeToWindows()
15645
// - DockNodeHideHostWindow()
15646
// - ImGuiDockNodeFindInfoResults
15647
// - DockNodeFindInfo()
15648
// - DockNodeFindWindowByID()
15649
// - DockNodeUpdateFlagsAndCollapse()
15650
// - DockNodeUpdateHasCentralNodeFlag()
15651
// - DockNodeUpdateVisibleFlag()
15652
// - DockNodeStartMouseMovingWindow()
15653
// - DockNodeUpdate()
15654
// - DockNodeUpdateWindowMenu()
15655
// - DockNodeBeginAmendTabBar()
15656
// - DockNodeEndAmendTabBar()
15657
// - DockNodeUpdateTabBar()
15658
// - DockNodeAddTabBar()
15659
// - DockNodeRemoveTabBar()
15660
// - DockNodeIsDropAllowedOne()
15661
// - DockNodeIsDropAllowed()
15662
// - DockNodeCalcTabBarLayout()
15663
// - DockNodeCalcSplitRects()
15664
// - DockNodeCalcDropRectsAndTestMousePos()
15665
// - DockNodePreviewDockSetup()
15666
// - DockNodePreviewDockRender()
15667
//-----------------------------------------------------------------------------
15668
15669
ImGuiDockNode::ImGuiDockNode(ImGuiID id)
15670
0
{
15671
0
    ID = id;
15672
0
    SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None;
15673
0
    ParentNode = ChildNodes[0] = ChildNodes[1] = NULL;
15674
0
    TabBar = NULL;
15675
0
    SplitAxis = ImGuiAxis_None;
15676
15677
0
    State = ImGuiDockNodeState_Unknown;
15678
0
    LastBgColor = IM_COL32_WHITE;
15679
0
    HostWindow = VisibleWindow = NULL;
15680
0
    CentralNode = OnlyNodeWithWindows = NULL;
15681
0
    CountNodeWithWindows = 0;
15682
0
    LastFrameAlive = LastFrameActive = LastFrameFocused = -1;
15683
0
    LastFocusedNodeId = 0;
15684
0
    SelectedTabId = 0;
15685
0
    WantCloseTabId = 0;
15686
0
    AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode;
15687
0
    AuthorityForViewport = ImGuiDataAuthority_Auto;
15688
0
    IsVisible = true;
15689
0
    IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false;
15690
0
    IsBgDrawnThisFrame = false;
15691
0
    WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false;
15692
0
}
15693
15694
ImGuiDockNode::~ImGuiDockNode()
15695
0
{
15696
0
    IM_DELETE(TabBar);
15697
0
    TabBar = NULL;
15698
0
    ChildNodes[0] = ChildNodes[1] = NULL;
15699
0
}
15700
15701
int ImGui::DockNodeGetTabOrder(ImGuiWindow* window)
15702
0
{
15703
0
    ImGuiTabBar* tab_bar = window->DockNode->TabBar;
15704
0
    if (tab_bar == NULL)
15705
0
        return -1;
15706
0
    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId);
15707
0
    return tab ? TabBarGetTabOrder(tab_bar, tab) : -1;
15708
0
}
15709
15710
static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window)
15711
0
{
15712
0
    window->Hidden = true;
15713
0
    window->HiddenFramesCanSkipItems = window->Active ? 1 : 2;
15714
0
}
15715
15716
static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar)
15717
0
{
15718
0
    ImGuiContext& g = *GImGui; (void)g;
15719
0
    if (window->DockNode)
15720
0
    {
15721
        // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node)
15722
0
        IM_ASSERT(window->DockNode->ID != node->ID);
15723
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
15724
0
    }
15725
0
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL);
15726
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name);
15727
15728
    // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window,
15729
    // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame).
15730
    // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin()
15731
0
    if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false)
15732
0
        DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]);
15733
15734
0
    node->Windows.push_back(window);
15735
0
    node->WantHiddenTabBarUpdate = true;
15736
0
    window->DockNode = node;
15737
0
    window->DockId = node->ID;
15738
0
    window->DockIsActive = (node->Windows.Size > 1);
15739
0
    window->DockTabWantClose = false;
15740
15741
    // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage.
15742
    // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one.
15743
0
    if (node->HostWindow == NULL && node->IsFloatingNode())
15744
0
    {
15745
0
        if (node->AuthorityForPos == ImGuiDataAuthority_Auto)
15746
0
            node->AuthorityForPos = ImGuiDataAuthority_Window;
15747
0
        if (node->AuthorityForSize == ImGuiDataAuthority_Auto)
15748
0
            node->AuthorityForSize = ImGuiDataAuthority_Window;
15749
0
        if (node->AuthorityForViewport == ImGuiDataAuthority_Auto)
15750
0
            node->AuthorityForViewport = ImGuiDataAuthority_Window;
15751
0
    }
15752
15753
    // Add to tab bar if requested
15754
0
    if (add_to_tab_bar)
15755
0
    {
15756
0
        if (node->TabBar == NULL)
15757
0
        {
15758
0
            DockNodeAddTabBar(node);
15759
0
            node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId;
15760
15761
            // Add existing windows
15762
0
            for (int n = 0; n < node->Windows.Size - 1; n++)
15763
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
15764
0
        }
15765
0
        TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window);
15766
0
    }
15767
15768
0
    DockNodeUpdateVisibleFlag(node);
15769
15770
    // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame.
15771
0
    if (node->HostWindow)
15772
0
        UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow);
15773
0
}
15774
15775
static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id)
15776
0
{
15777
0
    ImGuiContext& g = *GImGui;
15778
0
    IM_ASSERT(window->DockNode == node);
15779
    //IM_ASSERT(window->RootWindowDockTree == node->HostWindow);
15780
    //IM_ASSERT(window->LastFrameActive < g.FrameCount);    // We may call this from Begin()
15781
0
    IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID);
15782
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name);
15783
15784
0
    window->DockNode = NULL;
15785
0
    window->DockIsActive = window->DockTabWantClose = false;
15786
0
    window->DockId = save_dock_id;
15787
0
    window->Flags &= ~ImGuiWindowFlags_ChildWindow;
15788
0
    if (window->ParentWindow)
15789
0
        window->ParentWindow->DC.ChildWindows.find_erase(window);
15790
0
    UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately
15791
15792
    // Remove window
15793
0
    bool erased = false;
15794
0
    for (int n = 0; n < node->Windows.Size; n++)
15795
0
        if (node->Windows[n] == window)
15796
0
        {
15797
0
            node->Windows.erase(node->Windows.Data + n);
15798
0
            erased = true;
15799
0
            break;
15800
0
        }
15801
0
    if (!erased)
15802
0
        IM_ASSERT(erased);
15803
0
    if (node->VisibleWindow == window)
15804
0
        node->VisibleWindow = NULL;
15805
15806
    // Remove tab and possibly tab bar
15807
0
    node->WantHiddenTabBarUpdate = true;
15808
0
    if (node->TabBar)
15809
0
    {
15810
0
        TabBarRemoveTab(node->TabBar, window->TabId);
15811
0
        const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2;
15812
0
        if (node->Windows.Size < tab_count_threshold_for_tab_bar)
15813
0
            DockNodeRemoveTabBar(node);
15814
0
    }
15815
15816
0
    if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID)
15817
0
    {
15818
        // Automatic dock node delete themselves if they are not holding at least one tab
15819
0
        DockContextRemoveNode(&g, node, true);
15820
0
        return;
15821
0
    }
15822
15823
0
    if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow)
15824
0
    {
15825
0
        ImGuiWindow* remaining_window = node->Windows[0];
15826
0
        if (node->HostWindow->ViewportOwned && node->IsRootNode())
15827
0
        {
15828
            // Transfer viewport back to the remaining loose window
15829
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X=>%08X for Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, remaining_window->ID, remaining_window->Name);
15830
0
            IM_ASSERT(node->HostWindow->Viewport->Window == node->HostWindow);
15831
0
            node->HostWindow->Viewport->Window = remaining_window;
15832
0
            node->HostWindow->Viewport->ID = remaining_window->ID;
15833
0
        }
15834
0
        remaining_window->Collapsed = node->HostWindow->Collapsed;
15835
0
    }
15836
15837
    // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree
15838
0
    DockNodeUpdateVisibleFlag(node);
15839
0
}
15840
15841
static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
15842
0
{
15843
0
    IM_ASSERT(dst_node->Windows.Size == 0);
15844
0
    dst_node->ChildNodes[0] = src_node->ChildNodes[0];
15845
0
    dst_node->ChildNodes[1] = src_node->ChildNodes[1];
15846
0
    if (dst_node->ChildNodes[0])
15847
0
        dst_node->ChildNodes[0]->ParentNode = dst_node;
15848
0
    if (dst_node->ChildNodes[1])
15849
0
        dst_node->ChildNodes[1]->ParentNode = dst_node;
15850
0
    dst_node->SplitAxis = src_node->SplitAxis;
15851
0
    dst_node->SizeRef = src_node->SizeRef;
15852
0
    src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL;
15853
0
}
15854
15855
static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
15856
0
{
15857
    // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered)
15858
0
    IM_ASSERT(src_node && dst_node && dst_node != src_node);
15859
0
    ImGuiTabBar* src_tab_bar = src_node->TabBar;
15860
0
    if (src_tab_bar != NULL)
15861
0
        IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size);
15862
15863
    // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.)
15864
0
    bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL);
15865
0
    if (move_tab_bar)
15866
0
    {
15867
0
        dst_node->TabBar = src_node->TabBar;
15868
0
        src_node->TabBar = NULL;
15869
0
    }
15870
15871
    // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar().
15872
0
    for (ImGuiWindow* window : src_node->Windows)
15873
0
    {
15874
0
        window->DockNode = NULL;
15875
0
        window->DockIsActive = false;
15876
0
        DockNodeAddWindow(dst_node, window, !move_tab_bar);
15877
0
    }
15878
0
    src_node->Windows.clear();
15879
15880
0
    if (!move_tab_bar && src_node->TabBar)
15881
0
    {
15882
0
        if (dst_node->TabBar)
15883
0
            dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId;
15884
0
        DockNodeRemoveTabBar(src_node);
15885
0
    }
15886
0
}
15887
15888
static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node)
15889
0
{
15890
0
    for (int n = 0; n < node->Windows.Size; n++)
15891
0
    {
15892
0
        SetWindowPos(node->Windows[n], node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame
15893
0
        SetWindowSize(node->Windows[n], node->Size, ImGuiCond_Always);
15894
0
    }
15895
0
}
15896
15897
static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node)
15898
0
{
15899
0
    if (node->HostWindow)
15900
0
    {
15901
0
        if (node->HostWindow->DockNodeAsHost == node)
15902
0
            node->HostWindow->DockNodeAsHost = NULL;
15903
0
        node->HostWindow = NULL;
15904
0
    }
15905
15906
0
    if (node->Windows.Size == 1)
15907
0
    {
15908
0
        node->VisibleWindow = node->Windows[0];
15909
0
        node->Windows[0]->DockIsActive = false;
15910
0
    }
15911
15912
0
    if (node->TabBar)
15913
0
        DockNodeRemoveTabBar(node);
15914
0
}
15915
15916
// Search function called once by root node in DockNodeUpdate()
15917
struct ImGuiDockNodeTreeInfo
15918
{
15919
    ImGuiDockNode*      CentralNode;
15920
    ImGuiDockNode*      FirstNodeWithWindows;
15921
    int                 CountNodesWithWindows;
15922
    //ImGuiWindowClass  WindowClassForMerges;
15923
15924
0
    ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); }
15925
};
15926
15927
static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info)
15928
0
{
15929
0
    if (node->Windows.Size > 0)
15930
0
    {
15931
0
        if (info->FirstNodeWithWindows == NULL)
15932
0
            info->FirstNodeWithWindows = node;
15933
0
        info->CountNodesWithWindows++;
15934
0
    }
15935
0
    if (node->IsCentralNode())
15936
0
    {
15937
0
        IM_ASSERT(info->CentralNode == NULL); // Should be only one
15938
0
        IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this.");
15939
0
        info->CentralNode = node;
15940
0
    }
15941
0
    if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL)
15942
0
        return;
15943
0
    if (node->ChildNodes[0])
15944
0
        DockNodeFindInfo(node->ChildNodes[0], info);
15945
0
    if (node->ChildNodes[1])
15946
0
        DockNodeFindInfo(node->ChildNodes[1], info);
15947
0
}
15948
15949
static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id)
15950
0
{
15951
0
    IM_ASSERT(id != 0);
15952
0
    for (int n = 0; n < node->Windows.Size; n++)
15953
0
        if (node->Windows[n]->ID == id)
15954
0
            return node->Windows[n];
15955
0
    return NULL;
15956
0
}
15957
15958
// - Remove inactive windows/nodes.
15959
// - Update visibility flag.
15960
static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node)
15961
0
{
15962
0
    ImGuiContext& g = *GImGui;
15963
0
    IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
15964
15965
    // Inherit most flags
15966
0
    if (node->ParentNode)
15967
0
        node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
15968
15969
    // Recurse into children
15970
    // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'.
15971
    // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node'
15972
    // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless)
15973
0
    node->HasCentralNodeChild = false;
15974
0
    if (node->ChildNodes[0])
15975
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]);
15976
0
    if (node->ChildNodes[1])
15977
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]);
15978
15979
    // Remove inactive windows, collapse nodes
15980
    // Merge node flags overrides stored in windows
15981
0
    node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
15982
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
15983
0
    {
15984
0
        ImGuiWindow* window = node->Windows[window_n];
15985
0
        IM_ASSERT(window->DockNode == node);
15986
15987
0
        bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
15988
0
        bool remove = false;
15989
0
        remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount);
15990
0
        remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument);  // Submit all _expected_ closure from last frame
15991
0
        remove |= (window->DockTabWantClose);
15992
0
        if (remove)
15993
0
        {
15994
0
            window->DockTabWantClose = false;
15995
0
            if (node->Windows.Size == 1 && !node->IsCentralNode())
15996
0
            {
15997
0
                DockNodeHideHostWindow(node);
15998
0
                node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
15999
0
                DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return
16000
0
                return;
16001
0
            }
16002
0
            DockNodeRemoveWindow(node, window, node->ID);
16003
0
            window_n--;
16004
0
            continue;
16005
0
        }
16006
16007
        // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this.
16008
        //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear;
16009
0
        node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet;
16010
0
    }
16011
0
    node->UpdateMergedFlags();
16012
16013
    // Auto-hide tab bar option
16014
0
    ImGuiDockNodeFlags node_flags = node->MergedFlags;
16015
0
    if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar())
16016
0
        node->WantHiddenTabBarToggle = true;
16017
0
    node->WantHiddenTabBarUpdate = false;
16018
16019
    // Cancel toggling if we know our tab bar is enforced to be hidden at all times
16020
0
    if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar))
16021
0
        node->WantHiddenTabBarToggle = false;
16022
16023
    // Apply toggles at a single point of the frame (here!)
16024
0
    if (node->Windows.Size > 1)
16025
0
        node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
16026
0
    else if (node->WantHiddenTabBarToggle)
16027
0
        node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar);
16028
0
    node->WantHiddenTabBarToggle = false;
16029
16030
0
    DockNodeUpdateVisibleFlag(node);
16031
0
}
16032
16033
// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames.
16034
static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node)
16035
0
{
16036
0
    node->HasCentralNodeChild = false;
16037
0
    if (node->ChildNodes[0])
16038
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]);
16039
0
    if (node->ChildNodes[1])
16040
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]);
16041
0
    if (node->IsRootNode())
16042
0
    {
16043
0
        ImGuiDockNode* mark_node = node->CentralNode;
16044
0
        while (mark_node)
16045
0
        {
16046
0
            mark_node->HasCentralNodeChild = true;
16047
0
            mark_node = mark_node->ParentNode;
16048
0
        }
16049
0
    }
16050
0
}
16051
16052
static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node)
16053
0
{
16054
    // Update visibility flag
16055
0
    bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode();
16056
0
    is_visible |= (node->Windows.Size > 0);
16057
0
    is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible);
16058
0
    is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible);
16059
0
    node->IsVisible = is_visible;
16060
0
}
16061
16062
static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window)
16063
0
{
16064
0
    ImGuiContext& g = *GImGui;
16065
0
    IM_ASSERT(node->WantMouseMove == true);
16066
0
    StartMouseMovingWindow(window);
16067
0
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos;
16068
0
    g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision.
16069
0
    node->WantMouseMove = false;
16070
0
}
16071
16072
// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class.
16073
static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node)
16074
0
{
16075
0
    DockNodeUpdateFlagsAndCollapse(node);
16076
16077
    // - Setup central node pointers
16078
    // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!)
16079
    // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing
16080
0
    ImGuiDockNodeTreeInfo info;
16081
0
    DockNodeFindInfo(node, &info);
16082
0
    node->CentralNode = info.CentralNode;
16083
0
    node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL;
16084
0
    node->CountNodeWithWindows = info.CountNodesWithWindows;
16085
0
    if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL)
16086
0
        node->LastFocusedNodeId = info.FirstNodeWithWindows->ID;
16087
16088
    // Copy the window class from of our first window so it can be used for proper dock filtering.
16089
    // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy.
16090
    // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec.
16091
0
    if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows)
16092
0
    {
16093
0
        node->WindowClass = first_node_with_windows->Windows[0]->WindowClass;
16094
0
        for (int n = 1; n < first_node_with_windows->Windows.Size; n++)
16095
0
            if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false)
16096
0
            {
16097
0
                node->WindowClass = first_node_with_windows->Windows[n]->WindowClass;
16098
0
                break;
16099
0
            }
16100
0
    }
16101
16102
0
    ImGuiDockNode* mark_node = node->CentralNode;
16103
0
    while (mark_node)
16104
0
    {
16105
0
        mark_node->HasCentralNodeChild = true;
16106
0
        mark_node = mark_node->ParentNode;
16107
0
    }
16108
0
}
16109
16110
static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window)
16111
0
{
16112
    // Remove ourselves from any previous different host window
16113
    // This can happen if a user mistakenly does (see #4295 for details):
16114
    //  - N+0: DockBuilderAddNode(id, 0)    // missing ImGuiDockNodeFlags_DockSpace
16115
    //  - N+1: NewFrame()                   // will create floating host window for that node
16116
    //  - N+1: DockSpace(id)                // requalify node as dockspace, moving host window
16117
0
    if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node)
16118
0
        node->HostWindow->DockNodeAsHost = NULL;
16119
16120
0
    host_window->DockNodeAsHost = node;
16121
0
    node->HostWindow = host_window;
16122
0
}
16123
16124
static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
16125
0
{
16126
0
    ImGuiContext& g = *GImGui;
16127
0
    IM_ASSERT(node->LastFrameActive != g.FrameCount);
16128
0
    node->LastFrameAlive = g.FrameCount;
16129
0
    node->IsBgDrawnThisFrame = false;
16130
16131
0
    node->CentralNode = node->OnlyNodeWithWindows = NULL;
16132
0
    if (node->IsRootNode())
16133
0
        DockNodeUpdateForRootNode(node);
16134
16135
    // Remove tab bar if not needed
16136
0
    if (node->TabBar && node->IsNoTabBar())
16137
0
        DockNodeRemoveTabBar(node);
16138
16139
    // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId)
16140
0
    bool want_to_hide_host_window = false;
16141
0
    if (node->IsFloatingNode())
16142
0
    {
16143
0
        if (node->Windows.Size <= 1 && node->IsLeafNode())
16144
0
            if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar))
16145
0
                want_to_hide_host_window = true;
16146
0
        if (node->CountNodeWithWindows == 0)
16147
0
            want_to_hide_host_window = true;
16148
0
    }
16149
0
    if (want_to_hide_host_window)
16150
0
    {
16151
0
        if (node->Windows.Size == 1)
16152
0
        {
16153
            // Floating window pos/size is authoritative
16154
0
            ImGuiWindow* single_window = node->Windows[0];
16155
0
            node->Pos = single_window->Pos;
16156
0
            node->Size = single_window->SizeFull;
16157
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
16158
16159
            // Transfer focus immediately so when we revert to a regular window it is immediately selected
16160
0
            if (node->HostWindow && g.NavWindow == node->HostWindow)
16161
0
                FocusWindow(single_window);
16162
0
            if (node->HostWindow)
16163
0
            {
16164
0
                single_window->Viewport = node->HostWindow->Viewport;
16165
0
                single_window->ViewportId = node->HostWindow->ViewportId;
16166
0
                if (node->HostWindow->ViewportOwned)
16167
0
                {
16168
0
                    single_window->Viewport->Window = single_window;
16169
0
                    single_window->ViewportOwned = true;
16170
0
                }
16171
0
            }
16172
0
        }
16173
16174
0
        DockNodeHideHostWindow(node);
16175
0
        node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
16176
0
        node->WantCloseAll = false;
16177
0
        node->WantCloseTabId = 0;
16178
0
        node->HasCloseButton = node->HasWindowMenuButton = false;
16179
0
        node->LastFrameActive = g.FrameCount;
16180
16181
0
        if (node->WantMouseMove && node->Windows.Size == 1)
16182
0
            DockNodeStartMouseMovingWindow(node, node->Windows[0]);
16183
0
        return;
16184
0
    }
16185
16186
    // In some circumstance we will defer creating the host window (so everything will be kept hidden),
16187
    // while the expected visible window is resizing itself.
16188
    // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled,
16189
    // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up:
16190
    //   N+0: Begin(): window created (with no known size), node is created
16191
    //   N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible
16192
    //   N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible
16193
    // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code.
16194
    // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin().
16195
    // In reality it isn't very important as user quickly ends up with size data in .ini file.
16196
0
    if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode())
16197
0
    {
16198
0
        IM_ASSERT(node->Windows.Size > 0);
16199
0
        ImGuiWindow* ref_window = NULL;
16200
0
        if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them!
16201
0
            ref_window = DockNodeFindWindowByID(node, node->SelectedTabId);
16202
0
        if (ref_window == NULL)
16203
0
            ref_window = node->Windows[0];
16204
0
        if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0)
16205
0
        {
16206
0
            node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing;
16207
0
            return;
16208
0
        }
16209
0
    }
16210
16211
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
16212
16213
    // Decide if the node will have a close button and a window menu button
16214
0
    node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0;
16215
0
    node->HasCloseButton = false;
16216
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16217
0
    {
16218
        // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call.
16219
0
        ImGuiWindow* window = node->Windows[window_n];
16220
0
        node->HasCloseButton |= window->HasCloseButton;
16221
0
        window->DockIsActive = (node->Windows.Size > 1);
16222
0
    }
16223
0
    if (node_flags & ImGuiDockNodeFlags_NoCloseButton)
16224
0
        node->HasCloseButton = false;
16225
16226
    // Bind or create host window
16227
0
    ImGuiWindow* host_window = NULL;
16228
0
    bool beginned_into_host_window = false;
16229
0
    if (node->IsDockSpace())
16230
0
    {
16231
        // [Explicit root dockspace node]
16232
0
        IM_ASSERT(node->HostWindow);
16233
0
        host_window = node->HostWindow;
16234
0
    }
16235
0
    else
16236
0
    {
16237
        // [Automatic root or child nodes]
16238
0
        if (node->IsRootNode() && node->IsVisible)
16239
0
        {
16240
0
            ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16241
16242
            // Sync Pos
16243
0
            if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window)
16244
0
                SetNextWindowPos(ref_window->Pos);
16245
0
            else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode)
16246
0
                SetNextWindowPos(node->Pos);
16247
16248
            // Sync Size
16249
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16250
0
                SetNextWindowSize(ref_window->SizeFull);
16251
0
            else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode)
16252
0
                SetNextWindowSize(node->Size);
16253
16254
            // Sync Collapsed
16255
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16256
0
                SetNextWindowCollapsed(ref_window->Collapsed);
16257
16258
            // Sync Viewport
16259
0
            if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window)
16260
0
                SetNextWindowViewport(ref_window->ViewportId);
16261
16262
0
            SetNextWindowClass(&node->WindowClass);
16263
16264
            // Begin into the host window
16265
0
            char window_label[20];
16266
0
            DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label));
16267
0
            ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost;
16268
0
            window_flags |= ImGuiWindowFlags_NoFocusOnAppearing;
16269
0
            window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse;
16270
0
            window_flags |= ImGuiWindowFlags_NoTitleBar;
16271
16272
0
            SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders
16273
0
            PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
16274
0
            Begin(window_label, NULL, window_flags);
16275
0
            PopStyleVar();
16276
0
            beginned_into_host_window = true;
16277
16278
0
            host_window = g.CurrentWindow;
16279
0
            DockNodeSetupHostWindow(node, host_window);
16280
0
            host_window->DC.CursorPos = host_window->Pos;
16281
0
            node->Pos = host_window->Pos;
16282
0
            node->Size = host_window->Size;
16283
16284
            // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow)
16285
            // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags.
16286
            // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again.
16287
            // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window
16288
            // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back
16289
            // after the dock host window, losing their top-most status.
16290
0
            if (node->HostWindow->Appearing)
16291
0
                BringWindowToDisplayFront(node->HostWindow);
16292
16293
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
16294
0
        }
16295
0
        else if (node->ParentNode)
16296
0
        {
16297
0
            node->HostWindow = host_window = node->ParentNode->HostWindow;
16298
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
16299
0
        }
16300
0
        if (node->WantMouseMove && node->HostWindow)
16301
0
            DockNodeStartMouseMovingWindow(node, node->HostWindow);
16302
0
    }
16303
16304
    // Update focused node (the one whose title bar is highlight) within a node tree
16305
0
    if (node->IsSplitNode())
16306
0
        IM_ASSERT(node->TabBar == NULL);
16307
0
    if (node->IsRootNode())
16308
0
        if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL)
16309
0
            while (p_window != NULL && p_window->DockNode != NULL)
16310
0
            {
16311
0
                ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode);
16312
0
                if (p_node == node)
16313
0
                {
16314
0
                    node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID!
16315
0
                    break;
16316
0
                }
16317
0
                p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL;
16318
0
            }
16319
16320
    // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace
16321
0
    ImGuiDockNode* central_node = node->CentralNode;
16322
0
    const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty();
16323
0
    bool central_node_hole_register_hit_test_hole = central_node_hole;
16324
0
    if (central_node_hole)
16325
0
        if (const ImGuiPayload* payload = ImGui::GetDragDropPayload())
16326
0
            if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data))
16327
0
                central_node_hole_register_hit_test_hole = false;
16328
0
    if (central_node_hole_register_hit_test_hole)
16329
0
    {
16330
        // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily.
16331
        // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen
16332
        // covering passthru node we'd have a gap on the edge not covered by the hole)
16333
0
        IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode
16334
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(central_node);
16335
0
        ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size);
16336
0
        ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size);
16337
0
        if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; }
16338
0
        if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; }
16339
0
        if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; }
16340
0
        if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; }
16341
        //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255));
16342
0
        if (central_node_hole && !hole_rect.IsInverted())
16343
0
        {
16344
0
            SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min);
16345
0
            if (host_window->ParentWindow)
16346
0
                SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min);
16347
0
        }
16348
0
    }
16349
16350
    // Update position/size, process and draw resizing splitters
16351
0
    if (node->IsRootNode() && host_window)
16352
0
    {
16353
0
        DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size);
16354
0
        DockNodeTreeUpdateSplitter(node);
16355
0
    }
16356
16357
    // Draw empty node background (currently can only be the Central Node)
16358
0
    if (host_window && node->IsEmpty() && node->IsVisible)
16359
0
    {
16360
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
16361
0
        node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg);
16362
0
        if (node->LastBgColor != 0)
16363
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor);
16364
0
        node->IsBgDrawnThisFrame = true;
16365
0
    }
16366
16367
    // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set.
16368
    // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size
16369
    // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order!
16370
0
    const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0;
16371
0
    if (render_dockspace_bg && node->IsVisible)
16372
0
    {
16373
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
16374
0
        if (central_node_hole)
16375
0
            RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f);
16376
0
        else
16377
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f);
16378
0
    }
16379
16380
    // Draw and populate Tab Bar
16381
0
    if (host_window)
16382
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
16383
0
    if (host_window && node->Windows.Size > 0)
16384
0
    {
16385
0
        DockNodeUpdateTabBar(node, host_window);
16386
0
    }
16387
0
    else
16388
0
    {
16389
0
        node->WantCloseAll = false;
16390
0
        node->WantCloseTabId = 0;
16391
0
        node->IsFocused = false;
16392
0
    }
16393
0
    if (node->TabBar && node->TabBar->SelectedTabId)
16394
0
        node->SelectedTabId = node->TabBar->SelectedTabId;
16395
0
    else if (node->Windows.Size > 0)
16396
0
        node->SelectedTabId = node->Windows[0]->TabId;
16397
16398
    // Draw payload drop target
16399
0
    if (host_window && node->IsVisible)
16400
0
        if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window))
16401
0
            BeginDockableDragDropTarget(host_window);
16402
16403
    // We update this after DockNodeUpdateTabBar()
16404
0
    node->LastFrameActive = g.FrameCount;
16405
16406
    // Recurse into children
16407
    // FIXME-DOCK FIXME-OPT: Should not need to recurse into children
16408
0
    if (host_window)
16409
0
    {
16410
0
        if (node->ChildNodes[0])
16411
0
            DockNodeUpdate(node->ChildNodes[0]);
16412
0
        if (node->ChildNodes[1])
16413
0
            DockNodeUpdate(node->ChildNodes[1]);
16414
16415
        // Render outer borders last (after the tab bar)
16416
0
        if (node->IsRootNode())
16417
0
            RenderWindowOuterBorders(host_window);
16418
0
    }
16419
16420
    // End host window
16421
0
    if (beginned_into_host_window) //-V1020
16422
0
        End();
16423
0
}
16424
16425
// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame.
16426
static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs)
16427
0
{
16428
0
    ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window;
16429
0
    ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window;
16430
0
    if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder))
16431
0
        return d;
16432
0
    return (a->BeginOrderWithinContext - b->BeginOrderWithinContext);
16433
0
}
16434
16435
// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node.
16436
// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented)
16437
// Custom overrides may want to decorate, group, sort entries.
16438
// Please note those are internal structures: if you copy this expect occasional breakage.
16439
void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar)
16440
0
{
16441
0
    IM_UNUSED(ctx);
16442
0
    if (tab_bar->Tabs.Size == 1)
16443
0
    {
16444
        // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table.
16445
0
        if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar()))
16446
0
            node->WantHiddenTabBarToggle = true;
16447
0
    }
16448
0
    else
16449
0
    {
16450
        // Display a selectable list of windows in this docking node
16451
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
16452
0
        {
16453
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
16454
0
            if (tab->Flags & ImGuiTabItemFlags_Button)
16455
0
                continue;
16456
0
            if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId))
16457
0
                TabBarQueueFocus(tab_bar, tab);
16458
0
            SameLine();
16459
0
            Text("   ");
16460
0
        }
16461
0
    }
16462
0
}
16463
16464
static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar)
16465
0
{
16466
    // Try to position the menu so it is more likely to stays within the same viewport
16467
0
    ImGuiContext& g = *GImGui;
16468
0
    if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left)
16469
0
        SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f));
16470
0
    else
16471
0
        SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f));
16472
0
    if (BeginPopup("#WindowMenu"))
16473
0
    {
16474
0
        node->IsFocused = true;
16475
0
        g.DockNodeWindowMenuHandler(&g, node, tab_bar);
16476
0
        EndPopup();
16477
0
    }
16478
0
}
16479
16480
// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button.
16481
bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node)
16482
0
{
16483
0
    if (node->TabBar == NULL || node->HostWindow == NULL)
16484
0
        return false;
16485
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
16486
0
        return false;
16487
0
    Begin(node->HostWindow->Name);
16488
0
    PushOverrideID(node->ID);
16489
0
    bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags, node);
16490
0
    IM_UNUSED(ret);
16491
0
    IM_ASSERT(ret);
16492
0
    return true;
16493
0
}
16494
16495
void ImGui::DockNodeEndAmendTabBar()
16496
0
{
16497
0
    EndTabBar();
16498
0
    PopID();
16499
0
    End();
16500
0
}
16501
16502
static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node)
16503
0
{
16504
    // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy)
16505
0
    ImGuiContext& g = *GImGui;
16506
0
    if (g.NavWindowingTarget)
16507
0
        return (g.NavWindowingTarget->DockNode == node);
16508
16509
    // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window)
16510
0
    if (g.NavWindow && root_node->LastFocusedNodeId == node->ID)
16511
0
    {
16512
        // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node)
16513
0
        ImGuiWindow* parent_window = g.NavWindow->RootWindow;
16514
0
        while (parent_window->Flags & ImGuiWindowFlags_ChildMenu)
16515
0
            parent_window = parent_window->ParentWindow->RootWindow;
16516
0
        ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode;
16517
0
        for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL)
16518
0
            if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node)
16519
0
                return true;
16520
0
    }
16521
0
    return false;
16522
0
}
16523
16524
// Submit the tab bar corresponding to a dock node and various housekeeping details.
16525
static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window)
16526
0
{
16527
0
    ImGuiContext& g = *GImGui;
16528
0
    ImGuiStyle& style = g.Style;
16529
16530
0
    const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
16531
0
    const bool closed_all = node->WantCloseAll && node_was_active;
16532
0
    const ImGuiID closed_one = node->WantCloseTabId && node_was_active;
16533
0
    node->WantCloseAll = false;
16534
0
    node->WantCloseTabId = 0;
16535
16536
    // Decide if we should use a focused title bar color
16537
0
    bool is_focused = false;
16538
0
    ImGuiDockNode* root_node = DockNodeGetRootNode(node);
16539
0
    if (IsDockNodeTitleBarHighlighted(node, root_node))
16540
0
        is_focused = true;
16541
16542
    // Hidden tab bar will show a triangle on the upper-left (in Begin)
16543
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
16544
0
    {
16545
0
        node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16546
0
        node->IsFocused = is_focused;
16547
0
        if (is_focused)
16548
0
            node->LastFrameFocused = g.FrameCount;
16549
0
        if (node->VisibleWindow)
16550
0
        {
16551
            // Notify root of visible window (used to display title in OS task bar)
16552
0
            if (is_focused || root_node->VisibleWindow == NULL)
16553
0
                root_node->VisibleWindow = node->VisibleWindow;
16554
0
            if (node->TabBar)
16555
0
                node->TabBar->VisibleTabId = node->VisibleWindow->TabId;
16556
0
        }
16557
0
        return;
16558
0
    }
16559
16560
    // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed
16561
0
    bool backup_skip_item = host_window->SkipItems;
16562
0
    if (!node->IsDockSpace())
16563
0
    {
16564
0
        host_window->SkipItems = false;
16565
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
16566
0
    }
16567
16568
    // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID.
16569
    // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs,
16570
    // as docked windows themselves will override the stack with their own root ID.
16571
0
    PushOverrideID(node->ID);
16572
0
    ImGuiTabBar* tab_bar = node->TabBar;
16573
0
    bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden
16574
0
    if (tab_bar == NULL)
16575
0
    {
16576
0
        DockNodeAddTabBar(node);
16577
0
        tab_bar = node->TabBar;
16578
0
    }
16579
16580
0
    ImGuiID focus_tab_id = 0;
16581
0
    node->IsFocused = is_focused;
16582
16583
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
16584
0
    const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None);
16585
16586
    // In a dock node, the Collapse Button turns into the Window Menu button.
16587
    // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes?
16588
0
    if (has_window_menu_button && IsPopupOpen("#WindowMenu"))
16589
0
    {
16590
0
        ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId;
16591
0
        DockNodeWindowMenuUpdate(node, tab_bar);
16592
0
        if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id)
16593
0
            focus_tab_id = tab_bar->NextSelectedTabId;
16594
0
        is_focused |= node->IsFocused;
16595
0
    }
16596
16597
    // Layout
16598
0
    ImRect title_bar_rect, tab_bar_rect;
16599
0
    ImVec2 window_menu_button_pos;
16600
0
    ImVec2 close_button_pos;
16601
0
    DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos);
16602
16603
    // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value.
16604
0
    const int tabs_count_old = tab_bar->Tabs.Size;
16605
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16606
0
    {
16607
0
        ImGuiWindow* window = node->Windows[window_n];
16608
0
        if (TabBarFindTabByID(tab_bar, window->TabId) == NULL)
16609
0
            TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window);
16610
0
    }
16611
16612
    // Title bar
16613
0
    if (is_focused)
16614
0
        node->LastFrameFocused = g.FrameCount;
16615
0
    ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
16616
0
    ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), DOCKING_SPLITTER_SIZE);
16617
0
    host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags);
16618
16619
    // Docking/Collapse button
16620
0
    if (has_window_menu_button)
16621
0
    {
16622
0
        if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node)
16623
0
            OpenPopup("#WindowMenu");
16624
0
        if (IsItemActive())
16625
0
            focus_tab_id = tab_bar->SelectedTabId;
16626
0
    }
16627
16628
    // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value
16629
0
    int tabs_unsorted_start = tab_bar->Tabs.Size;
16630
0
    for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--)
16631
0
    {
16632
        // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting?
16633
0
        tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted;
16634
0
        tabs_unsorted_start = tab_n;
16635
0
    }
16636
0
    if (tab_bar->Tabs.Size > tabs_unsorted_start)
16637
0
    {
16638
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : "");
16639
0
        for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++)
16640
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab '%s' Order %d\n", tab_bar->Tabs[tab_n].Window->Name, tab_bar->Tabs[tab_n].Window->DockOrder);
16641
0
        if (tab_bar->Tabs.Size > tabs_unsorted_start + 1)
16642
0
            ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder);
16643
0
    }
16644
16645
    // Apply NavWindow focus back to the tab bar
16646
0
    if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node)
16647
0
        tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId;
16648
16649
    // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated
16650
0
    if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL)
16651
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId;
16652
0
    else if (tab_bar->Tabs.Size > tabs_count_old)
16653
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId;
16654
16655
    // Begin tab bar
16656
0
    ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons);
16657
0
    tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;
16658
0
    if (!host_window->Collapsed && is_focused)
16659
0
        tab_bar_flags |= ImGuiTabBarFlags_IsFocused;
16660
0
    BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags, node);
16661
    //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255));
16662
16663
    // Backup style colors
16664
0
    ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT];
16665
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
16666
0
        backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]];
16667
16668
    // Submit actual tabs
16669
0
    node->VisibleWindow = NULL;
16670
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16671
0
    {
16672
0
        ImGuiWindow* window = node->Windows[window_n];
16673
0
        if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument))
16674
0
            continue;
16675
0
        if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active)
16676
0
        {
16677
0
            ImGuiTabItemFlags tab_item_flags = 0;
16678
0
            tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet;
16679
0
            if (window->Flags & ImGuiWindowFlags_UnsavedDocument)
16680
0
                tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument;
16681
0
            if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
16682
0
                tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
16683
16684
            // Apply stored style overrides for the window
16685
0
            for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
16686
0
                g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]);
16687
16688
            // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so)
16689
0
            bool tab_open = true;
16690
0
            TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window);
16691
0
            if (!tab_open)
16692
0
                node->WantCloseTabId = window->TabId;
16693
0
            if (tab_bar->VisibleTabId == window->TabId)
16694
0
                node->VisibleWindow = window;
16695
16696
            // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call
16697
0
            window->DockTabItemStatusFlags = g.LastItemData.StatusFlags;
16698
0
            window->DockTabItemRect = g.LastItemData.Rect;
16699
16700
            // Update navigation ID on menu layer
16701
0
            if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0)
16702
0
                host_window->NavLastIds[1] = window->TabId;
16703
0
        }
16704
0
    }
16705
16706
    // Restore style colors
16707
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
16708
0
        g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n];
16709
16710
    // Notify root of visible window (used to display title in OS task bar)
16711
0
    if (node->VisibleWindow)
16712
0
        if (is_focused || root_node->VisibleWindow == NULL)
16713
0
            root_node->VisibleWindow = node->VisibleWindow;
16714
16715
    // Close button (after VisibleWindow was updated)
16716
    // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId
16717
0
    const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton;
16718
0
    const bool close_button_is_visible = node->HasCloseButton;
16719
    //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one)
16720
0
    if (close_button_is_visible)
16721
0
    {
16722
0
        if (!close_button_is_enabled)
16723
0
        {
16724
0
            PushItemFlag(ImGuiItemFlags_Disabled, true);
16725
0
            PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f));
16726
0
        }
16727
0
        if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos))
16728
0
        {
16729
0
            node->WantCloseAll = true;
16730
0
            for (int n = 0; n < tab_bar->Tabs.Size; n++)
16731
0
                TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]);
16732
0
        }
16733
        //if (IsItemActive())
16734
        //    focus_tab_id = tab_bar->SelectedTabId;
16735
0
        if (!close_button_is_enabled)
16736
0
        {
16737
0
            PopStyleColor();
16738
0
            PopItemFlag();
16739
0
        }
16740
0
    }
16741
16742
    // When clicking on the title bar outside of tabs, we still focus the selected tab for that node
16743
    // FIXME: TabItem use AllowItemOverlap so we manually perform a more specific test for now (hovered || held)
16744
0
    ImGuiID title_bar_id = host_window->GetID("#TITLEBAR");
16745
0
    if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id)
16746
0
    {
16747
0
        bool held;
16748
0
        ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowItemOverlap);
16749
0
        if (g.HoveredId == title_bar_id)
16750
0
        {
16751
            // ImGuiButtonFlags_AllowItemOverlap + SetItemAllowOverlap() required for appending into dock node tab bar,
16752
            // otherwise dragging window will steal HoveredId and amended tabs cannot get them.
16753
0
            g.LastItemData.ID = title_bar_id;
16754
0
            SetItemAllowOverlap();
16755
0
        }
16756
0
        if (held)
16757
0
        {
16758
0
            if (IsMouseClicked(0))
16759
0
                focus_tab_id = tab_bar->SelectedTabId;
16760
16761
            // Forward moving request to selected window
16762
0
            if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
16763
0
                StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false);
16764
0
        }
16765
0
    }
16766
16767
    // Forward focus from host node to selected window
16768
    //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget)
16769
    //    focus_tab_id = tab_bar->SelectedTabId;
16770
16771
    // When clicked on a tab we requested focus to the docked child
16772
    // This overrides the value set by "forward focus from host node to selected window".
16773
0
    if (tab_bar->NextSelectedTabId)
16774
0
        focus_tab_id = tab_bar->NextSelectedTabId;
16775
16776
    // Apply navigation focus
16777
0
    if (focus_tab_id != 0)
16778
0
        if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id))
16779
0
            if (tab->Window)
16780
0
            {
16781
0
                FocusWindow(tab->Window);
16782
0
                NavInitWindow(tab->Window, false);
16783
0
            }
16784
16785
0
    EndTabBar();
16786
0
    PopID();
16787
16788
    // Restore SkipItems flag
16789
0
    if (!node->IsDockSpace())
16790
0
    {
16791
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
16792
0
        host_window->SkipItems = backup_skip_item;
16793
0
    }
16794
0
}
16795
16796
static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node)
16797
0
{
16798
0
    IM_ASSERT(node->TabBar == NULL);
16799
0
    node->TabBar = IM_NEW(ImGuiTabBar);
16800
0
}
16801
16802
static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node)
16803
0
{
16804
0
    if (node->TabBar == NULL)
16805
0
        return;
16806
0
    IM_DELETE(node->TabBar);
16807
0
    node->TabBar = NULL;
16808
0
}
16809
16810
static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window)
16811
0
{
16812
0
    if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext)
16813
0
        return false;
16814
16815
0
    ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass;
16816
0
    ImGuiWindowClass* payload_class = &payload->WindowClass;
16817
0
    if (host_class->ClassId != payload_class->ClassId)
16818
0
    {
16819
0
        if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0)
16820
0
            return true;
16821
0
        if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0)
16822
0
            return true;
16823
0
        return false;
16824
0
    }
16825
16826
    // Prevent docking any window created above a popup
16827
    // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features),
16828
    // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test.
16829
    // But it would requires more work on our end because the dock host windows is technically created in NewFrame()
16830
    // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking.
16831
0
    ImGuiContext& g = *GImGui;
16832
0
    for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
16833
0
        if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window)
16834
0
            if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window))   // Payload is created from within a popup begin stack.
16835
0
                return false;
16836
16837
0
    return true;
16838
0
}
16839
16840
static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload)
16841
0
{
16842
0
    if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering
16843
0
        return true;
16844
16845
0
    const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1;
16846
0
    for (int payload_n = 0; payload_n < payload_count; payload_n++)
16847
0
    {
16848
0
        ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload;
16849
0
        if (DockNodeIsDropAllowedOne(payload, host_window))
16850
0
            return true;
16851
0
    }
16852
0
    return false;
16853
0
}
16854
16855
// window menu button == collapse button when not in a dock node.
16856
// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code.
16857
static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos)
16858
0
{
16859
0
    ImGuiContext& g = *GImGui;
16860
0
    ImGuiStyle& style = g.Style;
16861
16862
0
    ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f);
16863
0
    if (out_title_rect) { *out_title_rect = r; }
16864
16865
0
    r.Min.x += style.WindowBorderSize;
16866
0
    r.Max.x -= style.WindowBorderSize;
16867
16868
0
    float button_sz = g.FontSize;
16869
16870
0
    ImVec2 window_menu_button_pos = r.Min;
16871
0
    r.Min.x += style.FramePadding.x;
16872
0
    r.Max.x -= style.FramePadding.x;
16873
0
    if (node->HasCloseButton)
16874
0
    {
16875
0
        r.Max.x -= button_sz;
16876
0
        if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - style.FramePadding.x, r.Min.y);
16877
0
    }
16878
0
    if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left)
16879
0
    {
16880
0
        r.Min.x += button_sz + style.ItemInnerSpacing.x;
16881
0
    }
16882
0
    else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right)
16883
0
    {
16884
0
        r.Max.x -= button_sz + style.FramePadding.x;
16885
0
        window_menu_button_pos = ImVec2(r.Max.x, r.Min.y);
16886
0
    }
16887
0
    if (out_tab_bar_rect) { *out_tab_bar_rect = r; }
16888
0
    if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; }
16889
0
}
16890
16891
void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired)
16892
0
{
16893
0
    ImGuiContext& g = *GImGui;
16894
0
    const float dock_spacing = g.Style.ItemInnerSpacing.x;
16895
0
    const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
16896
0
    pos_new[axis ^ 1] = pos_old[axis ^ 1];
16897
0
    size_new[axis ^ 1] = size_old[axis ^ 1];
16898
16899
    // Distribute size on given axis (with a desired size or equally)
16900
0
    const float w_avail = size_old[axis] - dock_spacing;
16901
0
    if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f)
16902
0
    {
16903
0
        size_new[axis] = size_new_desired[axis];
16904
0
        size_old[axis] = IM_FLOOR(w_avail - size_new[axis]);
16905
0
    }
16906
0
    else
16907
0
    {
16908
0
        size_new[axis] = IM_FLOOR(w_avail * 0.5f);
16909
0
        size_old[axis] = IM_FLOOR(w_avail - size_new[axis]);
16910
0
    }
16911
16912
    // Position each node
16913
0
    if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)
16914
0
    {
16915
0
        pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing;
16916
0
    }
16917
0
    else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up)
16918
0
    {
16919
0
        pos_new[axis] = pos_old[axis];
16920
0
        pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing;
16921
0
    }
16922
0
}
16923
16924
// Retrieve the drop rectangles for a given direction or for the center + perform hit testing.
16925
bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos)
16926
0
{
16927
0
    ImGuiContext& g = *GImGui;
16928
16929
0
    const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight());
16930
0
    const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f));
16931
0
    float hs_w; // Half-size, longer axis
16932
0
    float hs_h; // Half-size, smaller axis
16933
0
    ImVec2 off; // Distance from edge or center
16934
0
    if (outer_docking)
16935
0
    {
16936
        //hs_w = ImFloor(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f));
16937
        //hs_h = ImFloor(hs_w * 0.15f);
16938
        //off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImFloor(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h));
16939
0
        hs_w = ImFloor(hs_for_central_nodes * 1.50f);
16940
0
        hs_h = ImFloor(hs_for_central_nodes * 0.80f);
16941
0
        off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - hs_h), ImFloor(parent.GetHeight() * 0.5f - hs_h));
16942
0
    }
16943
0
    else
16944
0
    {
16945
0
        hs_w = ImFloor(hs_for_central_nodes);
16946
0
        hs_h = ImFloor(hs_for_central_nodes * 0.90f);
16947
0
        off = ImVec2(ImFloor(hs_w * 2.40f), ImFloor(hs_w * 2.40f));
16948
0
    }
16949
16950
0
    ImVec2 c = ImFloor(parent.GetCenter());
16951
0
    if      (dir == ImGuiDir_None)  { out_r = ImRect(c.x - hs_w, c.y - hs_w,         c.x + hs_w, c.y + hs_w);         }
16952
0
    else if (dir == ImGuiDir_Up)    { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); }
16953
0
    else if (dir == ImGuiDir_Down)  { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); }
16954
0
    else if (dir == ImGuiDir_Left)  { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); }
16955
0
    else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); }
16956
16957
0
    if (test_mouse_pos == NULL)
16958
0
        return false;
16959
16960
0
    ImRect hit_r = out_r;
16961
0
    if (!outer_docking)
16962
0
    {
16963
        // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides
16964
0
        hit_r.Expand(ImFloor(hs_w * 0.30f));
16965
0
        ImVec2 mouse_delta = (*test_mouse_pos - c);
16966
0
        float mouse_delta_len2 = ImLengthSqr(mouse_delta);
16967
0
        float r_threshold_center = hs_w * 1.4f;
16968
0
        float r_threshold_sides = hs_w * (1.4f + 1.2f);
16969
0
        if (mouse_delta_len2 < r_threshold_center * r_threshold_center)
16970
0
            return (dir == ImGuiDir_None);
16971
0
        if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides)
16972
0
            return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y));
16973
0
    }
16974
0
    return hit_r.Contains(*test_mouse_pos);
16975
0
}
16976
16977
// host_node may be NULL if the window doesn't have a DockNode already.
16978
// FIXME-DOCK: This is misnamed since it's also doing the filtering.
16979
static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking)
16980
0
{
16981
0
    ImGuiContext& g = *GImGui;
16982
16983
    // There is an edge case when docking into a dockspace which only has inactive nodes.
16984
    // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive.
16985
    // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference.
16986
0
    if (payload_node == NULL)
16987
0
        payload_node = payload_window->DockNodeAsHost;
16988
0
    ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node;
16989
0
    if (ref_node_for_rect)
16990
0
        IM_ASSERT(ref_node_for_rect->IsVisible == true);
16991
16992
    // Filter, figure out where we are allowed to dock
16993
0
    ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet;
16994
0
    ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet;
16995
0
    data->IsCenterAvailable = true;
16996
0
    if (is_outer_docking)
16997
0
        data->IsCenterAvailable = false;
16998
0
    else if (dst_node_flags & ImGuiDockNodeFlags_NoDocking)
16999
0
        data->IsCenterAvailable = false;
17000
0
    else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) && host_node->IsCentralNode())
17001
0
        data->IsCenterAvailable = false;
17002
0
    else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split?
17003
0
        data->IsCenterAvailable = false;
17004
0
    else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe)
17005
0
        data->IsCenterAvailable = false;
17006
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty()))
17007
0
        data->IsCenterAvailable = false;
17008
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty())
17009
0
        data->IsCenterAvailable = false;
17010
17011
0
    data->IsSidesAvailable = true;
17012
0
    if ((dst_node_flags & ImGuiDockNodeFlags_NoSplit) || g.IO.ConfigDockingNoSplit)
17013
0
        data->IsSidesAvailable = false;
17014
0
    else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode())
17015
0
        data->IsSidesAvailable = false;
17016
0
    else if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplitMe) || (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther))
17017
0
        data->IsSidesAvailable = false;
17018
17019
    // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split)
17020
0
    data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton);
17021
0
    data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0);
17022
0
    data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos;
17023
0
    data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size;
17024
17025
    // Calculate drop shapes geometry for allowed splitting directions
17026
0
    IM_ASSERT(ImGuiDir_None == -1);
17027
0
    data->SplitNode = host_node;
17028
0
    data->SplitDir = ImGuiDir_None;
17029
0
    data->IsSplitDirExplicit = false;
17030
0
    if (!host_window->Collapsed)
17031
0
        for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
17032
0
        {
17033
0
            if (dir == ImGuiDir_None && !data->IsCenterAvailable)
17034
0
                continue;
17035
0
            if (dir != ImGuiDir_None && !data->IsSidesAvailable)
17036
0
                continue;
17037
0
            if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos))
17038
0
            {
17039
0
                data->SplitDir = (ImGuiDir)dir;
17040
0
                data->IsSplitDirExplicit = true;
17041
0
            }
17042
0
        }
17043
17044
    // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar
17045
0
    data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable);
17046
0
    if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift)
17047
0
        data->IsDropAllowed = false;
17048
17049
    // Calculate split area
17050
0
    data->SplitRatio = 0.0f;
17051
0
    if (data->SplitDir != ImGuiDir_None)
17052
0
    {
17053
0
        ImGuiDir split_dir = data->SplitDir;
17054
0
        ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
17055
0
        ImVec2 pos_new, pos_old = data->FutureNode.Pos;
17056
0
        ImVec2 size_new, size_old = data->FutureNode.Size;
17057
0
        DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size);
17058
17059
        // Calculate split ratio so we can pass it down the docking request
17060
0
        float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]);
17061
0
        data->FutureNode.Pos = pos_new;
17062
0
        data->FutureNode.Size = size_new;
17063
0
        data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio);
17064
0
    }
17065
0
}
17066
17067
static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data)
17068
0
{
17069
0
    ImGuiContext& g = *GImGui;
17070
0
    IM_ASSERT(g.CurrentWindow == host_window);   // Because we rely on font size to calculate tab sizes
17071
17072
    // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent.
17073
    // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes.
17074
0
    const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload;
17075
17076
    // In case the two windows involved are on different viewports, we will draw the overlay on each of them.
17077
0
    int overlay_draw_lists_count = 0;
17078
0
    ImDrawList* overlay_draw_lists[2];
17079
0
    overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport);
17080
0
    if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload)
17081
0
        overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport);
17082
17083
    // Draw main preview rectangle
17084
0
    const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f);
17085
0
    const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f);
17086
0
    const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f);
17087
0
    const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f);
17088
17089
    // Display area preview
17090
0
    const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0);
17091
0
    if (data->IsDropAllowed)
17092
0
    {
17093
0
        ImRect overlay_rect = data->FutureNode.Rect();
17094
0
        if (data->SplitDir == ImGuiDir_None && can_preview_tabs)
17095
0
            overlay_rect.Min.y += GetFrameHeight();
17096
0
        if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable)
17097
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17098
0
                overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), DOCKING_SPLITTER_SIZE));
17099
0
    }
17100
17101
    // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read)
17102
0
    if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable)
17103
0
    {
17104
        // Compute target tab bar geometry so we can locate our preview tabs
17105
0
        ImRect tab_bar_rect;
17106
0
        DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL);
17107
0
        ImVec2 tab_pos = tab_bar_rect.Min;
17108
0
        if (host_node && host_node->TabBar)
17109
0
        {
17110
0
            if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar())
17111
0
                tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission.
17112
0
            else
17113
0
                tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x;
17114
0
        }
17115
0
        else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost))
17116
0
        {
17117
0
            tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar
17118
0
        }
17119
17120
        // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows)
17121
0
        if (root_payload->DockNodeAsHost)
17122
0
            IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size);
17123
0
        ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL;
17124
0
        const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1;
17125
0
        for (int payload_n = 0; payload_n < payload_count; payload_n++)
17126
0
        {
17127
            // DockNode's TabBar may have non-window Tabs manually appended by user
17128
0
            ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload;
17129
0
            if (tab_bar_with_payload && payload_window == NULL)
17130
0
                continue;
17131
0
            if (!DockNodeIsDropAllowedOne(payload_window, host_window))
17132
0
                continue;
17133
17134
            // Calculate the tab bounding box for each payload window
17135
0
            ImVec2 tab_size = TabItemCalcSize(payload_window);
17136
0
            ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y);
17137
0
            tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x;
17138
0
            const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]);
17139
0
            const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabActive]);
17140
0
            PushStyleColor(ImGuiCol_Text, overlay_col_text);
17141
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17142
0
            {
17143
0
                ImGuiTabItemFlags tab_flags = ImGuiTabItemFlags_Preview | ((payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0);
17144
0
                if (!tab_bar_rect.Contains(tab_bb))
17145
0
                    overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max);
17146
0
                TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs);
17147
0
                TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL);
17148
0
                if (!tab_bar_rect.Contains(tab_bb))
17149
0
                    overlay_draw_lists[overlay_n]->PopClipRect();
17150
0
            }
17151
0
            PopStyleColor();
17152
0
        }
17153
0
    }
17154
17155
    // Display drop boxes
17156
0
    const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding);
17157
0
    for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
17158
0
    {
17159
0
        if (!data->DropRectsDraw[dir + 1].IsInverted())
17160
0
        {
17161
0
            ImRect draw_r = data->DropRectsDraw[dir + 1];
17162
0
            ImRect draw_r_in = draw_r;
17163
0
            draw_r_in.Expand(-2.0f);
17164
0
            ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop;
17165
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17166
0
            {
17167
0
                ImVec2 center = ImFloor(draw_r_in.GetCenter());
17168
0
                overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding);
17169
0
                overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding);
17170
0
                if (dir == ImGuiDir_Left || dir == ImGuiDir_Right)
17171
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines);
17172
0
                if (dir == ImGuiDir_Up || dir == ImGuiDir_Down)
17173
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines);
17174
0
            }
17175
0
        }
17176
17177
        // Stop after ImGuiDir_None
17178
0
        if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoSplit)) || g.IO.ConfigDockingNoSplit)
17179
0
            return;
17180
0
    }
17181
0
}
17182
17183
//-----------------------------------------------------------------------------
17184
// Docking: ImGuiDockNode Tree manipulation functions
17185
//-----------------------------------------------------------------------------
17186
// - DockNodeTreeSplit()
17187
// - DockNodeTreeMerge()
17188
// - DockNodeTreeUpdatePosSize()
17189
// - DockNodeTreeUpdateSplitterFindTouchingNode()
17190
// - DockNodeTreeUpdateSplitter()
17191
// - DockNodeTreeFindFallbackLeafNode()
17192
// - DockNodeTreeFindNodeByPos()
17193
//-----------------------------------------------------------------------------
17194
17195
void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node)
17196
0
{
17197
0
    ImGuiContext& g = *GImGui;
17198
0
    IM_ASSERT(split_axis != ImGuiAxis_None);
17199
17200
0
    ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0);
17201
0
    child_0->ParentNode = parent_node;
17202
17203
0
    ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0);
17204
0
    child_1->ParentNode = parent_node;
17205
17206
0
    ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1;
17207
0
    DockNodeMoveChildNodes(child_inheritor, parent_node);
17208
0
    parent_node->ChildNodes[0] = child_0;
17209
0
    parent_node->ChildNodes[1] = child_1;
17210
0
    parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow;
17211
0
    parent_node->SplitAxis = split_axis;
17212
0
    parent_node->VisibleWindow = NULL;
17213
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode;
17214
17215
0
    float size_avail = (parent_node->Size[split_axis] - DOCKING_SPLITTER_SIZE);
17216
0
    size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f);
17217
0
    IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting.
17218
0
    child_0->SizeRef = child_1->SizeRef = parent_node->Size;
17219
0
    child_0->SizeRef[split_axis] = ImFloor(size_avail * split_ratio);
17220
0
    child_1->SizeRef[split_axis] = ImFloor(size_avail - child_0->SizeRef[split_axis]);
17221
17222
0
    DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node);
17223
0
    DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID);
17224
0
    DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node));
17225
0
    DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size);
17226
17227
    // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property)
17228
0
    child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17229
0
    child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17230
0
    child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17231
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17232
0
    child_0->UpdateMergedFlags();
17233
0
    child_1->UpdateMergedFlags();
17234
0
    parent_node->UpdateMergedFlags();
17235
0
    if (child_inheritor->IsCentralNode())
17236
0
        DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor;
17237
0
}
17238
17239
void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child)
17240
0
{
17241
    // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL.
17242
0
    ImGuiContext& g = *GImGui;
17243
0
    ImGuiDockNode* child_0 = parent_node->ChildNodes[0];
17244
0
    ImGuiDockNode* child_1 = parent_node->ChildNodes[1];
17245
0
    IM_ASSERT(child_0 || child_1);
17246
0
    IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1);
17247
0
    if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0))
17248
0
    {
17249
0
        IM_ASSERT(parent_node->TabBar == NULL);
17250
0
        IM_ASSERT(parent_node->Windows.Size == 0);
17251
0
    }
17252
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID);
17253
17254
0
    ImVec2 backup_last_explicit_size = parent_node->SizeRef;
17255
0
    DockNodeMoveChildNodes(parent_node, merge_lead_child);
17256
0
    if (child_0)
17257
0
    {
17258
0
        DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows
17259
0
        DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID);
17260
0
    }
17261
0
    if (child_1)
17262
0
    {
17263
0
        DockNodeMoveWindows(parent_node, child_1);
17264
0
        DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID);
17265
0
    }
17266
0
    DockNodeApplyPosSizeToWindows(parent_node);
17267
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto;
17268
0
    parent_node->VisibleWindow = merge_lead_child->VisibleWindow;
17269
0
    parent_node->SizeRef = backup_last_explicit_size;
17270
17271
    // Flags transfer
17272
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag
17273
0
    parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17274
0
    parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17275
0
    parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows
17276
0
    parent_node->UpdateMergedFlags();
17277
17278
0
    if (child_0)
17279
0
    {
17280
0
        ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL);
17281
0
        IM_DELETE(child_0);
17282
0
    }
17283
0
    if (child_1)
17284
0
    {
17285
0
        ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL);
17286
0
        IM_DELETE(child_1);
17287
0
    }
17288
0
}
17289
17290
// Update Pos/Size for a node hierarchy (don't affect child Windows yet)
17291
// (Depth-first, Pre-Order)
17292
void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node)
17293
0
{
17294
    // During the regular dock node update we write to all nodes.
17295
    // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away.
17296
0
    const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node;
17297
0
    if (write_to_node)
17298
0
    {
17299
0
        node->Pos = pos;
17300
0
        node->Size = size;
17301
0
    }
17302
17303
0
    if (node->IsLeafNode())
17304
0
        return;
17305
17306
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
17307
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
17308
0
    ImVec2 child_0_pos = pos, child_1_pos = pos;
17309
0
    ImVec2 child_0_size = size, child_1_size = size;
17310
17311
0
    const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0));
17312
0
    const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1));
17313
0
    const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node;
17314
0
    const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node;
17315
17316
0
    if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible)
17317
0
    {
17318
0
        ImGuiContext& g = *GImGui;
17319
0
        const float spacing = DOCKING_SPLITTER_SIZE;
17320
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
17321
0
        const float size_avail = ImMax(size[axis] - spacing, 0.0f);
17322
17323
        // Size allocation policy
17324
        // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows.
17325
0
        const float size_min_each = ImFloor(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f);
17326
17327
        // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing.
17328
        // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImFloor()
17329
        // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce
17330
17331
        // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge)
17332
0
        if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce)
17333
0
        {
17334
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]);
17335
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
17336
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17337
0
        }
17338
0
        else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce)
17339
0
        {
17340
0
            child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]);
17341
0
            child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]);
17342
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17343
0
        }
17344
0
        else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce)
17345
0
        {
17346
            // FIXME-DOCK: We cannot honor the requested size, so apply ratio.
17347
            // Currently this path will only be taken if code programmatically sets WantLockSizeOnce
17348
0
            float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]);
17349
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImFloor(size_avail * split_ratio);
17350
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
17351
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17352
0
        }
17353
17354
        // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node
17355
0
        else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild)
17356
0
        {
17357
0
            child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]);
17358
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
17359
0
        }
17360
0
        else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild)
17361
0
        {
17362
0
            child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]);
17363
0
            child_0_size[axis] = (size_avail - child_1_size[axis]);
17364
0
        }
17365
0
        else
17366
0
        {
17367
            // 4) Otherwise distribute according to the relative ratio of each SizeRef value
17368
0
            float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]);
17369
0
            child_0_size[axis] = ImMax(size_min_each, ImFloor(size_avail * split_ratio + 0.5f));
17370
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
17371
0
        }
17372
17373
0
        child_1_pos[axis] += spacing + child_0_size[axis];
17374
0
    }
17375
17376
0
    if (only_write_to_single_node == NULL)
17377
0
        child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false;
17378
17379
0
    const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible;
17380
0
    const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible;
17381
0
    if (child_0_recurse)
17382
0
        DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size);
17383
0
    if (child_1_recurse)
17384
0
        DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size);
17385
0
}
17386
17387
static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector<ImGuiDockNode*>* touching_nodes)
17388
0
{
17389
0
    if (node->IsLeafNode())
17390
0
    {
17391
0
        touching_nodes->push_back(node);
17392
0
        return;
17393
0
    }
17394
0
    if (node->ChildNodes[0]->IsVisible)
17395
0
        if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible)
17396
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes);
17397
0
    if (node->ChildNodes[1]->IsVisible)
17398
0
        if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible)
17399
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes);
17400
0
}
17401
17402
// (Depth-First, Pre-Order)
17403
void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
17404
0
{
17405
0
    if (node->IsLeafNode())
17406
0
        return;
17407
17408
0
    ImGuiContext& g = *GImGui;
17409
17410
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
17411
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
17412
0
    if (child_0->IsVisible && child_1->IsVisible)
17413
0
    {
17414
        // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally)
17415
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
17416
0
        IM_ASSERT(axis != ImGuiAxis_None);
17417
0
        ImRect bb;
17418
0
        bb.Min = child_0->Pos;
17419
0
        bb.Max = child_1->Pos;
17420
0
        bb.Min[axis] += child_0->Size[axis];
17421
0
        bb.Max[axis ^ 1] += child_1->Size[axis ^ 1];
17422
        //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255));
17423
17424
0
        const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs
17425
0
        const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY;
17426
0
        if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag))
17427
0
        {
17428
0
            ImGuiWindow* window = g.CurrentWindow;
17429
0
            window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding);
17430
0
        }
17431
0
        else
17432
0
        {
17433
            //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node.
17434
            //bb.Max[axis] -= 1;
17435
0
            PushID(node->ID);
17436
17437
            // Find resizing limits by gathering list of nodes that are touching the splitter line.
17438
0
            ImVector<ImGuiDockNode*> touching_nodes[2];
17439
0
            float min_size = g.Style.WindowMinSize[axis];
17440
0
            float resize_limits[2];
17441
0
            resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size;
17442
0
            resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size;
17443
17444
0
            ImGuiID splitter_id = GetID("##Splitter");
17445
0
            if (g.ActiveId == splitter_id) // Only process when splitter is active
17446
0
            {
17447
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]);
17448
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]);
17449
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++)
17450
0
                    resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size);
17451
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++)
17452
0
                    resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size);
17453
17454
                // [DEBUG] Render touching nodes & limits
17455
                /*
17456
                ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
17457
                for (int n = 0; n < 2; n++)
17458
                {
17459
                    for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++)
17460
                        draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255));
17461
                    if (axis == ImGuiAxis_X)
17462
                        draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f);
17463
                    else
17464
                        draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f);
17465
                }
17466
                */
17467
0
            }
17468
17469
            // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters
17470
0
            float cur_size_0 = child_0->Size[axis];
17471
0
            float cur_size_1 = child_1->Size[axis];
17472
0
            float min_size_0 = resize_limits[0] - child_0->Pos[axis];
17473
0
            float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1];
17474
0
            ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg);
17475
0
            if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col))
17476
0
            {
17477
0
                if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0)
17478
0
                {
17479
0
                    child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0;
17480
0
                    child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis];
17481
0
                    child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1;
17482
17483
                    // Lock the size of every node that is a sibling of the node we are touching
17484
                    // This might be less desirable if we can merge sibling of a same axis into the same parental level.
17485
0
                    for (int side_n = 0; side_n < 2; side_n++)
17486
0
                        for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++)
17487
0
                        {
17488
0
                            ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n];
17489
                            //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
17490
                            //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255));
17491
0
                            while (touching_node->ParentNode != node)
17492
0
                            {
17493
0
                                if (touching_node->ParentNode->SplitAxis == axis)
17494
0
                                {
17495
                                    // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize().
17496
0
                                    ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n];
17497
0
                                    node_to_preserve->WantLockSizeOnce = true;
17498
                                    //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255));
17499
                                    //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100));
17500
0
                                }
17501
0
                                touching_node = touching_node->ParentNode;
17502
0
                            }
17503
0
                        }
17504
17505
0
                    DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size);
17506
0
                    DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size);
17507
0
                    MarkIniSettingsDirty();
17508
0
                }
17509
0
            }
17510
0
            PopID();
17511
0
        }
17512
0
    }
17513
17514
0
    if (child_0->IsVisible)
17515
0
        DockNodeTreeUpdateSplitter(child_0);
17516
0
    if (child_1->IsVisible)
17517
0
        DockNodeTreeUpdateSplitter(child_1);
17518
0
}
17519
17520
ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node)
17521
0
{
17522
0
    if (node->IsLeafNode())
17523
0
        return node;
17524
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0]))
17525
0
        return leaf_node;
17526
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1]))
17527
0
        return leaf_node;
17528
0
    return NULL;
17529
0
}
17530
17531
ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos)
17532
0
{
17533
0
    if (!node->IsVisible)
17534
0
        return NULL;
17535
17536
0
    const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE?
17537
0
    ImRect r(node->Pos, node->Pos + node->Size);
17538
0
    r.Expand(dock_spacing * 0.5f);
17539
0
    bool inside = r.Contains(pos);
17540
0
    if (!inside)
17541
0
        return NULL;
17542
17543
0
    if (node->IsLeafNode())
17544
0
        return node;
17545
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos))
17546
0
        return hovered_node;
17547
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos))
17548
0
        return hovered_node;
17549
17550
    // This means we are hovering over the splitter/spacing of a parent node
17551
0
    return node;
17552
0
}
17553
17554
//-----------------------------------------------------------------------------
17555
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
17556
//-----------------------------------------------------------------------------
17557
// - SetWindowDock() [Internal]
17558
// - DockSpace()
17559
// - DockSpaceOverViewport()
17560
//-----------------------------------------------------------------------------
17561
17562
// [Internal] Called via SetNextWindowDockID()
17563
void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond)
17564
0
{
17565
    // Test condition (NB: bit 0 is always true) and clear flags for next time
17566
0
    if (cond && (window->SetWindowDockAllowFlags & cond) == 0)
17567
0
        return;
17568
0
    window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
17569
17570
0
    if (window->DockId == dock_id)
17571
0
        return;
17572
17573
    // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot
17574
0
    ImGuiContext* ctx = GImGui;
17575
0
    if (ImGuiDockNode* new_node = DockContextFindNodeByID(ctx, dock_id))
17576
0
        if (new_node->IsSplitNode())
17577
0
        {
17578
            // Policy: Find central node or latest focused node. We first move back to our root node.
17579
0
            new_node = DockNodeGetRootNode(new_node);
17580
0
            if (new_node->CentralNode)
17581
0
            {
17582
0
                IM_ASSERT(new_node->CentralNode->IsCentralNode());
17583
0
                dock_id = new_node->CentralNode->ID;
17584
0
            }
17585
0
            else
17586
0
            {
17587
0
                dock_id = new_node->LastFocusedNodeId;
17588
0
            }
17589
0
        }
17590
17591
0
    if (window->DockId == dock_id)
17592
0
        return;
17593
17594
0
    if (window->DockNode)
17595
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
17596
0
    window->DockId = dock_id;
17597
0
}
17598
17599
// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default.
17600
// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors.
17601
// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app.
17602
// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location).
17603
ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class)
17604
0
{
17605
0
    ImGuiContext* ctx = GImGui;
17606
0
    ImGuiContext& g = *ctx;
17607
0
    ImGuiWindow* window = GetCurrentWindowRead();
17608
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
17609
0
        return 0;
17610
17611
    // Early out if parent window is hidden/collapsed
17612
    // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960.
17613
    // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true.
17614
0
    if (window->SkipItems)
17615
0
        flags |= ImGuiDockNodeFlags_KeepAliveOnly;
17616
0
    if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0)
17617
0
        window = GetCurrentWindow(); // call to set window->WriteAccessed = true;
17618
17619
0
    IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0);
17620
0
    IM_ASSERT(id != 0);
17621
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, id);
17622
0
    if (!node)
17623
0
    {
17624
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", id);
17625
0
        node = DockContextAddNode(ctx, id);
17626
0
        node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode);
17627
0
    }
17628
0
    if (window_class && window_class->ClassId != node->WindowClass.ClassId)
17629
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId);
17630
0
    node->SharedFlags = flags;
17631
0
    node->WindowClass = window_class ? *window_class : ImGuiWindowClass();
17632
17633
    // When a DockSpace transitioned form implicit to explicit this may be called a second time
17634
    // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again.
17635
0
    if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly))
17636
0
    {
17637
0
        IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID");
17638
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
17639
0
        return id;
17640
0
    }
17641
0
    node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
17642
17643
    // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible
17644
0
    if (flags & ImGuiDockNodeFlags_KeepAliveOnly)
17645
0
    {
17646
0
        node->LastFrameAlive = g.FrameCount;
17647
0
        return id;
17648
0
    }
17649
17650
0
    const ImVec2 content_avail = GetContentRegionAvail();
17651
0
    ImVec2 size = ImFloor(size_arg);
17652
0
    if (size.x <= 0.0f)
17653
0
        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
17654
0
    if (size.y <= 0.0f)
17655
0
        size.y = ImMax(content_avail.y + size.y, 4.0f);
17656
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
17657
17658
0
    node->Pos = window->DC.CursorPos;
17659
0
    node->Size = node->SizeRef = size;
17660
0
    SetNextWindowPos(node->Pos);
17661
0
    SetNextWindowSize(node->Size);
17662
0
    g.NextWindowData.PosUndock = false;
17663
17664
    // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window?
17665
    // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented)
17666
0
    ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost;
17667
0
    window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar;
17668
0
    window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse;
17669
0
    window_flags |= ImGuiWindowFlags_NoBackground;
17670
17671
0
    char title[256];
17672
0
    ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id);
17673
17674
0
    PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f);
17675
0
    Begin(title, NULL, window_flags);
17676
0
    PopStyleVar();
17677
17678
0
    ImGuiWindow* host_window = g.CurrentWindow;
17679
0
    DockNodeSetupHostWindow(node, host_window);
17680
0
    host_window->ChildId = window->GetID(title);
17681
0
    node->OnlyNodeWithWindows = NULL;
17682
17683
0
    IM_ASSERT(node->IsRootNode());
17684
17685
    // We need to handle the rare case were a central node is missing.
17686
    // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace.
17687
    // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split.
17688
    // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining.
17689
    // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property,
17690
    // as it doesn't make sense for an empty dockspace to not have this property.
17691
0
    if (node->IsLeafNode() && !node->IsCentralNode())
17692
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
17693
17694
    // Update the node
17695
0
    DockNodeUpdate(node);
17696
17697
0
    End();
17698
17699
0
    ImRect bb(node->Pos, node->Pos + size);
17700
0
    ItemSize(size);
17701
0
    ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?)
17702
0
    if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && IsWindowChildOf(g.HoveredWindow, host_window, false, true)) // To fullfill IsItemHovered(), similar to EndChild()
17703
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
17704
17705
0
    return id;
17706
0
}
17707
17708
// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode!
17709
// The limitation with this call is that your window won't have a menu bar.
17710
// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function.
17711
// But you can also use BeginMainMenuBar(). If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it.
17712
ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class)
17713
0
{
17714
0
    if (viewport == NULL)
17715
0
        viewport = GetMainViewport();
17716
17717
0
    SetNextWindowPos(viewport->WorkPos);
17718
0
    SetNextWindowSize(viewport->WorkSize);
17719
0
    SetNextWindowViewport(viewport->ID);
17720
17721
0
    ImGuiWindowFlags host_window_flags = 0;
17722
0
    host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking;
17723
0
    host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
17724
0
    if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
17725
0
        host_window_flags |= ImGuiWindowFlags_NoBackground;
17726
17727
0
    char label[32];
17728
0
    ImFormatString(label, IM_ARRAYSIZE(label), "DockSpaceViewport_%08X", viewport->ID);
17729
17730
0
    PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
17731
0
    PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
17732
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
17733
0
    Begin(label, NULL, host_window_flags);
17734
0
    PopStyleVar(3);
17735
17736
0
    ImGuiID dockspace_id = GetID("DockSpace");
17737
0
    DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class);
17738
0
    End();
17739
17740
0
    return dockspace_id;
17741
0
}
17742
17743
//-----------------------------------------------------------------------------
17744
// Docking: Builder Functions
17745
//-----------------------------------------------------------------------------
17746
// Very early end-user API to manipulate dock nodes.
17747
// Only available in imgui_internal.h. Expect this API to change/break!
17748
// It is expected that those functions are all called _before_ the dockspace node submission.
17749
//-----------------------------------------------------------------------------
17750
// - DockBuilderDockWindow()
17751
// - DockBuilderGetNode()
17752
// - DockBuilderSetNodePos()
17753
// - DockBuilderSetNodeSize()
17754
// - DockBuilderAddNode()
17755
// - DockBuilderRemoveNode()
17756
// - DockBuilderRemoveNodeChildNodes()
17757
// - DockBuilderRemoveNodeDockedWindows()
17758
// - DockBuilderSplitNode()
17759
// - DockBuilderCopyNodeRec()
17760
// - DockBuilderCopyNode()
17761
// - DockBuilderCopyWindowSettings()
17762
// - DockBuilderCopyDockSpace()
17763
// - DockBuilderFinish()
17764
//-----------------------------------------------------------------------------
17765
17766
void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id)
17767
0
{
17768
    // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1)
17769
0
    ImGuiID window_id = ImHashStr(window_name);
17770
0
    if (ImGuiWindow* window = FindWindowByID(window_id))
17771
0
    {
17772
        // Apply to created window
17773
0
        SetWindowDock(window, node_id, ImGuiCond_Always);
17774
0
        window->DockOrder = -1;
17775
0
    }
17776
0
    else
17777
0
    {
17778
        // Apply to settings
17779
0
        ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id);
17780
0
        if (settings == NULL)
17781
0
            settings = CreateNewWindowSettings(window_name);
17782
0
        settings->DockId = node_id;
17783
0
        settings->DockOrder = -1;
17784
0
    }
17785
0
}
17786
17787
ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id)
17788
0
{
17789
0
    ImGuiContext* ctx = GImGui;
17790
0
    return DockContextFindNodeByID(ctx, node_id);
17791
0
}
17792
17793
void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos)
17794
0
{
17795
0
    ImGuiContext* ctx = GImGui;
17796
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
17797
0
    if (node == NULL)
17798
0
        return;
17799
0
    node->Pos = pos;
17800
0
    node->AuthorityForPos = ImGuiDataAuthority_DockNode;
17801
0
}
17802
17803
void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size)
17804
0
{
17805
0
    ImGuiContext* ctx = GImGui;
17806
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
17807
0
    if (node == NULL)
17808
0
        return;
17809
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
17810
0
    node->Size = node->SizeRef = size;
17811
0
    node->AuthorityForSize = ImGuiDataAuthority_DockNode;
17812
0
}
17813
17814
// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node!
17815
// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node.
17816
// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary.
17817
// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand!
17818
//   For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect.
17819
// - Use (id == 0) to let the system allocate a node identifier.
17820
// - Existing node with a same id will be removed.
17821
ImGuiID ImGui::DockBuilderAddNode(ImGuiID id, ImGuiDockNodeFlags flags)
17822
0
{
17823
0
    ImGuiContext* ctx = GImGui;
17824
17825
0
    if (id != 0)
17826
0
        DockBuilderRemoveNode(id);
17827
17828
0
    ImGuiDockNode* node = NULL;
17829
0
    if (flags & ImGuiDockNodeFlags_DockSpace)
17830
0
    {
17831
0
        DockSpace(id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly);
17832
0
        node = DockContextFindNodeByID(ctx, id);
17833
0
    }
17834
0
    else
17835
0
    {
17836
0
        node = DockContextAddNode(ctx, id);
17837
0
        node->SetLocalFlags(flags);
17838
0
    }
17839
0
    node->LastFrameAlive = ctx->FrameCount;   // Set this otherwise BeginDocked will undock during the same frame.
17840
0
    return node->ID;
17841
0
}
17842
17843
void ImGui::DockBuilderRemoveNode(ImGuiID node_id)
17844
0
{
17845
0
    ImGuiContext* ctx = GImGui;
17846
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
17847
0
    if (node == NULL)
17848
0
        return;
17849
0
    DockBuilderRemoveNodeDockedWindows(node_id, true);
17850
0
    DockBuilderRemoveNodeChildNodes(node_id);
17851
    // Node may have moved or deleted if e.g. any merge happened
17852
0
    node = DockContextFindNodeByID(ctx, node_id);
17853
0
    if (node == NULL)
17854
0
        return;
17855
0
    if (node->IsCentralNode() && node->ParentNode)
17856
0
        node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode);
17857
0
    DockContextRemoveNode(ctx, node, true);
17858
0
}
17859
17860
// root_id = 0 to remove all, root_id != 0 to remove child of given node.
17861
void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id)
17862
0
{
17863
0
    ImGuiContext* ctx = GImGui;
17864
0
    ImGuiDockContext* dc  = &ctx->DockContext;
17865
17866
0
    ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(ctx, root_id) : NULL;
17867
0
    if (root_id && root_node == NULL)
17868
0
        return;
17869
0
    bool has_central_node = false;
17870
17871
0
    ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto;
17872
0
    ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto;
17873
17874
    // Process active windows
17875
0
    ImVector<ImGuiDockNode*> nodes_to_remove;
17876
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
17877
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
17878
0
        {
17879
0
            bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id);
17880
0
            if (want_removal)
17881
0
            {
17882
0
                if (node->IsCentralNode())
17883
0
                    has_central_node = true;
17884
0
                if (root_id != 0)
17885
0
                    DockContextQueueNotifyRemovedNode(ctx, node);
17886
0
                if (root_node)
17887
0
                {
17888
0
                    DockNodeMoveWindows(root_node, node);
17889
0
                    DockSettingsRenameNodeReferences(node->ID, root_node->ID);
17890
0
                }
17891
0
                nodes_to_remove.push_back(node);
17892
0
            }
17893
0
        }
17894
17895
    // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge)
17896
    // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead)
17897
0
    if (root_node)
17898
0
    {
17899
0
        root_node->AuthorityForPos = backup_root_node_authority_for_pos;
17900
0
        root_node->AuthorityForSize = backup_root_node_authority_for_size;
17901
0
    }
17902
17903
    // Apply to settings
17904
0
    for (ImGuiWindowSettings* settings = ctx->SettingsWindows.begin(); settings != NULL; settings = ctx->SettingsWindows.next_chunk(settings))
17905
0
        if (ImGuiID window_settings_dock_id = settings->DockId)
17906
0
            for (int n = 0; n < nodes_to_remove.Size; n++)
17907
0
                if (nodes_to_remove[n]->ID == window_settings_dock_id)
17908
0
                {
17909
0
                    settings->DockId = root_id;
17910
0
                    break;
17911
0
                }
17912
17913
    // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes
17914
0
    if (nodes_to_remove.Size > 1)
17915
0
        ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst);
17916
0
    for (int n = 0; n < nodes_to_remove.Size; n++)
17917
0
        DockContextRemoveNode(ctx, nodes_to_remove[n], false);
17918
17919
0
    if (root_id == 0)
17920
0
    {
17921
0
        dc->Nodes.Clear();
17922
0
        dc->Requests.clear();
17923
0
    }
17924
0
    else if (has_central_node)
17925
0
    {
17926
0
        root_node->CentralNode = root_node;
17927
0
        root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
17928
0
    }
17929
0
}
17930
17931
void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs)
17932
0
{
17933
    // Clear references in settings
17934
0
    ImGuiContext* ctx = GImGui;
17935
0
    ImGuiContext& g = *ctx;
17936
0
    if (clear_settings_refs)
17937
0
    {
17938
0
        for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
17939
0
        {
17940
0
            bool want_removal = (root_id == 0) || (settings->DockId == root_id);
17941
0
            if (!want_removal && settings->DockId != 0)
17942
0
                if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, settings->DockId))
17943
0
                    if (DockNodeGetRootNode(node)->ID == root_id)
17944
0
                        want_removal = true;
17945
0
            if (want_removal)
17946
0
                settings->DockId = 0;
17947
0
        }
17948
0
    }
17949
17950
    // Clear references in windows
17951
0
    for (int n = 0; n < g.Windows.Size; n++)
17952
0
    {
17953
0
        ImGuiWindow* window = g.Windows[n];
17954
0
        bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id);
17955
0
        if (want_removal)
17956
0
        {
17957
0
            const ImGuiID backup_dock_id = window->DockId;
17958
0
            IM_UNUSED(backup_dock_id);
17959
0
            DockContextProcessUndockWindow(ctx, window, clear_settings_refs);
17960
0
            if (!clear_settings_refs)
17961
0
                IM_ASSERT(window->DockId == backup_dock_id);
17962
0
        }
17963
0
    }
17964
0
}
17965
17966
// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created.
17967
// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set.
17968
// FIXME-DOCK: We are not exposing nor using split_outer.
17969
ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir)
17970
0
{
17971
0
    ImGuiContext& g = *GImGui;
17972
0
    IM_ASSERT(split_dir != ImGuiDir_None);
17973
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir);
17974
17975
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, id);
17976
0
    if (node == NULL)
17977
0
    {
17978
0
        IM_ASSERT(node != NULL);
17979
0
        return 0;
17980
0
    }
17981
17982
0
    IM_ASSERT(!node->IsSplitNode()); // Assert if already Split
17983
17984
0
    ImGuiDockRequest req;
17985
0
    req.Type = ImGuiDockRequestType_Split;
17986
0
    req.DockTargetWindow = NULL;
17987
0
    req.DockTargetNode = node;
17988
0
    req.DockPayload = NULL;
17989
0
    req.DockSplitDir = split_dir;
17990
0
    req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir);
17991
0
    req.DockSplitOuter = false;
17992
0
    DockContextProcessDock(&g, &req);
17993
17994
0
    ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID;
17995
0
    ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID;
17996
0
    if (out_id_at_dir)
17997
0
        *out_id_at_dir = id_at_dir;
17998
0
    if (out_id_at_opposite_dir)
17999
0
        *out_id_at_opposite_dir = id_at_opposite_dir;
18000
0
    return id_at_dir;
18001
0
}
18002
18003
static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector<ImGuiID>* out_node_remap_pairs)
18004
0
{
18005
0
    ImGuiContext& g = *GImGui;
18006
0
    ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known);
18007
0
    dst_node->SharedFlags = src_node->SharedFlags;
18008
0
    dst_node->LocalFlags = src_node->LocalFlags;
18009
0
    dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
18010
0
    dst_node->Pos = src_node->Pos;
18011
0
    dst_node->Size = src_node->Size;
18012
0
    dst_node->SizeRef = src_node->SizeRef;
18013
0
    dst_node->SplitAxis = src_node->SplitAxis;
18014
0
    dst_node->UpdateMergedFlags();
18015
18016
0
    out_node_remap_pairs->push_back(src_node->ID);
18017
0
    out_node_remap_pairs->push_back(dst_node->ID);
18018
18019
0
    for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++)
18020
0
        if (src_node->ChildNodes[child_n])
18021
0
        {
18022
0
            dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs);
18023
0
            dst_node->ChildNodes[child_n]->ParentNode = dst_node;
18024
0
        }
18025
18026
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0);
18027
0
    return dst_node;
18028
0
}
18029
18030
void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs)
18031
0
{
18032
0
    ImGuiContext* ctx = GImGui;
18033
0
    IM_ASSERT(src_node_id != 0);
18034
0
    IM_ASSERT(dst_node_id != 0);
18035
0
    IM_ASSERT(out_node_remap_pairs != NULL);
18036
18037
0
    DockBuilderRemoveNode(dst_node_id);
18038
18039
0
    ImGuiDockNode* src_node = DockContextFindNodeByID(ctx, src_node_id);
18040
0
    IM_ASSERT(src_node != NULL);
18041
18042
0
    out_node_remap_pairs->clear();
18043
0
    DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs);
18044
18045
0
    IM_ASSERT((out_node_remap_pairs->Size % 2) == 0);
18046
0
}
18047
18048
void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name)
18049
0
{
18050
0
    ImGuiWindow* src_window = FindWindowByName(src_name);
18051
0
    if (src_window == NULL)
18052
0
        return;
18053
0
    if (ImGuiWindow* dst_window = FindWindowByName(dst_name))
18054
0
    {
18055
0
        dst_window->Pos = src_window->Pos;
18056
0
        dst_window->Size = src_window->Size;
18057
0
        dst_window->SizeFull = src_window->SizeFull;
18058
0
        dst_window->Collapsed = src_window->Collapsed;
18059
0
    }
18060
0
    else
18061
0
    {
18062
0
        ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name));
18063
0
        if (!dst_settings)
18064
0
            dst_settings = CreateNewWindowSettings(dst_name);
18065
0
        ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos);
18066
0
        if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID)
18067
0
        {
18068
0
            dst_settings->ViewportPos = window_pos_2ih;
18069
0
            dst_settings->ViewportId = src_window->ViewportId;
18070
0
            dst_settings->Pos = ImVec2ih(0, 0);
18071
0
        }
18072
0
        else
18073
0
        {
18074
0
            dst_settings->Pos = window_pos_2ih;
18075
0
        }
18076
0
        dst_settings->Size = ImVec2ih(src_window->SizeFull);
18077
0
        dst_settings->Collapsed = src_window->Collapsed;
18078
0
    }
18079
0
}
18080
18081
// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed.
18082
void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs)
18083
0
{
18084
0
    ImGuiContext& g = *GImGui;
18085
0
    IM_ASSERT(src_dockspace_id != 0);
18086
0
    IM_ASSERT(dst_dockspace_id != 0);
18087
0
    IM_ASSERT(in_window_remap_pairs != NULL);
18088
0
    IM_ASSERT((in_window_remap_pairs->Size % 2) == 0);
18089
18090
    // Duplicate entire dock
18091
    // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart,
18092
    // whereas we could attempt to at least keep them together in a new, same floating node.
18093
0
    ImVector<ImGuiID> node_remap_pairs;
18094
0
    DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs);
18095
18096
    // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes
18097
    // (The windows associated to src_dockspace_id are staying in place)
18098
0
    ImVector<ImGuiID> src_windows;
18099
0
    for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2)
18100
0
    {
18101
0
        const char* src_window_name = (*in_window_remap_pairs)[remap_window_n];
18102
0
        const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1];
18103
0
        ImGuiID src_window_id = ImHashStr(src_window_name);
18104
0
        src_windows.push_back(src_window_id);
18105
18106
        // Search in the remapping tables
18107
0
        ImGuiID src_dock_id = 0;
18108
0
        if (ImGuiWindow* src_window = FindWindowByID(src_window_id))
18109
0
            src_dock_id = src_window->DockId;
18110
0
        else if (ImGuiWindowSettings* src_window_settings = FindWindowSettingsByID(src_window_id))
18111
0
            src_dock_id = src_window_settings->DockId;
18112
0
        ImGuiID dst_dock_id = 0;
18113
0
        for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
18114
0
            if (node_remap_pairs[dock_remap_n] == src_dock_id)
18115
0
            {
18116
0
                dst_dock_id = node_remap_pairs[dock_remap_n + 1];
18117
                //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear
18118
0
                break;
18119
0
            }
18120
18121
0
        if (dst_dock_id != 0)
18122
0
        {
18123
            // Docked windows gets redocked into the new node hierarchy.
18124
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id);
18125
0
            DockBuilderDockWindow(dst_window_name, dst_dock_id);
18126
0
        }
18127
0
        else
18128
0
        {
18129
            // Floating windows gets their settings transferred (regardless of whether the new window already exist or not)
18130
            // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together?
18131
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name);
18132
0
            DockBuilderCopyWindowSettings(src_window_name, dst_window_name);
18133
0
        }
18134
0
    }
18135
18136
    // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list.
18137
    // Find those windows and move to them to the cloned dock node. This may be optional?
18138
    // Dock those are a second step as undocking would invalidate source dock nodes.
18139
0
    struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } };
18140
0
    ImVector<DockRemainingWindowTask> dock_remaining_windows;
18141
0
    for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
18142
0
        if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n])
18143
0
        {
18144
0
            ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1];
18145
0
            ImGuiDockNode* node = DockBuilderGetNode(src_dock_id);
18146
0
            for (int window_n = 0; window_n < node->Windows.Size; window_n++)
18147
0
            {
18148
0
                ImGuiWindow* window = node->Windows[window_n];
18149
0
                if (src_windows.contains(window->ID))
18150
0
                    continue;
18151
18152
                // Docked windows gets redocked into the new node hierarchy.
18153
0
                IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id);
18154
0
                dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id));
18155
0
            }
18156
0
        }
18157
0
    for (const DockRemainingWindowTask& task : dock_remaining_windows)
18158
0
        DockBuilderDockWindow(task.Window->Name, task.DockId);
18159
0
}
18160
18161
// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node.
18162
void ImGui::DockBuilderFinish(ImGuiID root_id)
18163
0
{
18164
0
    ImGuiContext* ctx = GImGui;
18165
    //DockContextRebuild(ctx);
18166
0
    DockContextBuildAddWindowsToNodes(ctx, root_id);
18167
0
}
18168
18169
//-----------------------------------------------------------------------------
18170
// Docking: Begin/End Support Functions (called from Begin/End)
18171
//-----------------------------------------------------------------------------
18172
// - GetWindowAlwaysWantOwnTabBar()
18173
// - DockContextBindNodeToWindow()
18174
// - BeginDocked()
18175
// - BeginDockableDragDropSource()
18176
// - BeginDockableDragDropTarget()
18177
//-----------------------------------------------------------------------------
18178
18179
bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window)
18180
0
{
18181
0
    ImGuiContext& g = *GImGui;
18182
0
    if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar)
18183
0
        if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0)
18184
0
            if (!window->IsFallbackWindow)    // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise
18185
0
                return true;
18186
0
    return false;
18187
0
}
18188
18189
static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window)
18190
0
{
18191
0
    ImGuiContext& g = *ctx;
18192
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
18193
0
    IM_ASSERT(window->DockNode == NULL);
18194
18195
    // We should not be docking into a split node (SetWindowDock should avoid this)
18196
0
    if (node && node->IsSplitNode())
18197
0
    {
18198
0
        DockContextProcessUndockWindow(ctx, window);
18199
0
        return NULL;
18200
0
    }
18201
18202
    // Create node
18203
0
    if (node == NULL)
18204
0
    {
18205
0
        node = DockContextAddNode(ctx, window->DockId);
18206
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
18207
0
        node->LastFrameAlive = g.FrameCount;
18208
0
    }
18209
18210
    // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet,
18211
    // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node).
18212
    // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout.
18213
    // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame.
18214
0
    if (!node->IsVisible)
18215
0
    {
18216
0
        ImGuiDockNode* ancestor_node = node;
18217
0
        while (!ancestor_node->IsVisible && ancestor_node->ParentNode)
18218
0
            ancestor_node = ancestor_node->ParentNode;
18219
0
        IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f);
18220
0
        DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node));
18221
0
        DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node);
18222
0
    }
18223
18224
    // Add window to node
18225
0
    bool node_was_visible = node->IsVisible;
18226
0
    DockNodeAddWindow(node, window, true);
18227
0
    node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see)
18228
0
    IM_ASSERT(node == window->DockNode);
18229
0
    return node;
18230
0
}
18231
18232
void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
18233
0
{
18234
0
    ImGuiContext* ctx = GImGui;
18235
0
    ImGuiContext& g = *ctx;
18236
18237
    // Clear fields ahead so most early-out paths don't have to do it
18238
0
    window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
18239
18240
0
    const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window);
18241
0
    if (auto_dock_node)
18242
0
    {
18243
0
        if (window->DockId == 0)
18244
0
        {
18245
0
            IM_ASSERT(window->DockNode == NULL);
18246
0
            window->DockId = DockContextGenNodeID(ctx);
18247
0
        }
18248
0
    }
18249
0
    else
18250
0
    {
18251
        // Calling SetNextWindowPos() undock windows by default (by setting PosUndock)
18252
0
        bool want_undock = false;
18253
0
        want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0;
18254
0
        want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock;
18255
0
        if (want_undock)
18256
0
        {
18257
0
            DockContextProcessUndockWindow(ctx, window);
18258
0
            return;
18259
0
        }
18260
0
    }
18261
18262
    // Bind to our dock node
18263
0
    ImGuiDockNode* node = window->DockNode;
18264
0
    if (node != NULL)
18265
0
        IM_ASSERT(window->DockId == node->ID);
18266
0
    if (window->DockId != 0 && node == NULL)
18267
0
    {
18268
0
        node = DockContextBindNodeToWindow(ctx, window);
18269
0
        if (node == NULL)
18270
0
            return;
18271
0
    }
18272
18273
#if 0
18274
    // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set
18275
    if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode))
18276
    {
18277
        DockContextProcessUndockWindow(ctx, window);
18278
        return;
18279
    }
18280
#endif
18281
18282
    // Undock if our dockspace node disappeared
18283
    // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly.
18284
0
    if (node->LastFrameAlive < g.FrameCount)
18285
0
    {
18286
        // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking()
18287
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
18288
0
        if (root_node->LastFrameAlive < g.FrameCount)
18289
0
            DockContextProcessUndockWindow(ctx, window);
18290
0
        else
18291
0
            window->DockIsActive = true;
18292
0
        return;
18293
0
    }
18294
18295
    // Store style overrides
18296
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
18297
0
        window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
18298
18299
    // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window,
18300
    // and never create neither a host window neither a tab bar.
18301
    // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test)
18302
0
    if (node->HostWindow == NULL)
18303
0
    {
18304
0
        if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing)
18305
0
            window->DockIsActive = true;
18306
0
        if (node->Windows.Size > 1)
18307
0
            DockNodeHideWindowDuringHostWindowCreation(window);
18308
0
        return;
18309
0
    }
18310
18311
    // We can have zero-sized nodes (e.g. children of a small-size dockspace)
18312
0
    IM_ASSERT(node->HostWindow);
18313
0
    IM_ASSERT(node->IsLeafNode());
18314
0
    IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f);
18315
0
    node->State = ImGuiDockNodeState_HostWindowVisible;
18316
18317
    // Undock if we are submitted earlier than the host window
18318
0
    if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext)
18319
0
    {
18320
0
        DockContextProcessUndockWindow(ctx, window);
18321
0
        return;
18322
0
    }
18323
18324
    // Position/Size window
18325
0
    SetNextWindowPos(node->Pos);
18326
0
    SetNextWindowSize(node->Size);
18327
0
    g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos()
18328
0
    window->DockIsActive = true;
18329
0
    window->DockNodeIsVisible = true;
18330
0
    window->DockTabIsVisible = false;
18331
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
18332
0
        return;
18333
18334
    // When the window is selected we mark it as visible.
18335
0
    if (node->VisibleWindow == window)
18336
0
        window->DockTabIsVisible = true;
18337
18338
    // Update window flag
18339
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0);
18340
0
    window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_NoResize;
18341
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
18342
0
        window->Flags |= ImGuiWindowFlags_NoTitleBar;
18343
0
    else
18344
0
        window->Flags &= ~ImGuiWindowFlags_NoTitleBar;      // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed!
18345
18346
    // Save new dock order only if the window has been visible once already
18347
    // This allows multiple windows to be created in the same frame and have their respective dock orders preserved.
18348
0
    if (node->TabBar && window->WasActive)
18349
0
        window->DockOrder = (short)DockNodeGetTabOrder(window);
18350
18351
0
    if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL)
18352
0
        *p_open = false;
18353
18354
    // Update ChildId to allow returning from Child to Parent with Escape
18355
0
    ImGuiWindow* parent_window = window->DockNode->HostWindow;
18356
0
    window->ChildId = parent_window->GetID(window->Name);
18357
0
}
18358
18359
void ImGui::BeginDockableDragDropSource(ImGuiWindow* window)
18360
0
{
18361
0
    ImGuiContext& g = *GImGui;
18362
0
    IM_ASSERT(g.ActiveId == window->MoveId);
18363
0
    IM_ASSERT(g.MovingWindow == window);
18364
0
    IM_ASSERT(g.CurrentWindow == window);
18365
18366
0
    g.LastItemData.ID = window->MoveId;
18367
0
    window = window->RootWindowDockTree;
18368
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
18369
0
    bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit
18370
0
    if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload))
18371
0
    {
18372
0
        SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window));
18373
0
        EndDragDropSource();
18374
18375
        // Store style overrides
18376
0
        for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
18377
0
            window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
18378
0
    }
18379
0
}
18380
18381
void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window)
18382
0
{
18383
0
    ImGuiContext* ctx = GImGui;
18384
0
    ImGuiContext& g = *ctx;
18385
18386
    //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace
18387
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
18388
0
    if (!g.DragDropActive)
18389
0
        return;
18390
    //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
18391
0
    if (!BeginDragDropTargetCustom(window->Rect(), window->ID))
18392
0
        return;
18393
18394
    // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering
18395
    // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly)
18396
0
    const ImGuiPayload* payload = &g.DragDropPayload;
18397
0
    if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data))
18398
0
    {
18399
0
        EndDragDropTarget();
18400
0
        return;
18401
0
    }
18402
18403
0
    ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data;
18404
0
    if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect))
18405
0
    {
18406
        // Select target node
18407
        // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation)
18408
0
        bool dock_into_floating_window = false;
18409
0
        ImGuiDockNode* node = NULL;
18410
0
        if (window->DockNodeAsHost)
18411
0
        {
18412
            // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos().
18413
0
            node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos);
18414
18415
            // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active)
18416
            // In this case we need to fallback into any leaf mode, possibly the central node.
18417
            // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first.
18418
0
            if (node && node->IsDockSpace() && node->IsRootNode())
18419
0
                node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node);
18420
0
        }
18421
0
        else
18422
0
        {
18423
0
            if (window->DockNode)
18424
0
                node = window->DockNode;
18425
0
            else
18426
0
                dock_into_floating_window = true; // Dock into a regular window
18427
0
        }
18428
18429
0
        const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight()));
18430
0
        const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max);
18431
18432
        // Preview docking request and find out split direction/ratio
18433
        //const bool do_preview = true;     // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window.
18434
0
        const bool do_preview = payload->IsPreview() || payload->IsDelivery();
18435
0
        if (do_preview && (node != NULL || dock_into_floating_window))
18436
0
        {
18437
            // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear.
18438
0
            ImGuiDockPreviewData split_inner;
18439
0
            ImGuiDockPreviewData split_outer;
18440
0
            ImGuiDockPreviewData* split_data = &split_inner;
18441
0
            if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode()))
18442
0
                if (ImGuiDockNode* root_node = DockNodeGetRootNode(node))
18443
0
                {
18444
0
                    DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true);
18445
0
                    if (split_outer.IsSplitDirExplicit)
18446
0
                        split_data = &split_outer;
18447
0
                }
18448
0
            if (!node || node->IsLeafNode())
18449
0
                DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false);
18450
0
            if (split_data == &split_outer)
18451
0
                split_inner.IsDropAllowed = false;
18452
18453
            // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes
18454
0
            DockNodePreviewDockRender(window, node, payload_window, &split_inner);
18455
0
            DockNodePreviewDockRender(window, node, payload_window, &split_outer);
18456
18457
            // Queue docking request
18458
0
            if (split_data->IsDropAllowed && payload->IsDelivery())
18459
0
                DockContextQueueDock(ctx, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer);
18460
0
        }
18461
0
    }
18462
0
    EndDragDropTarget();
18463
0
}
18464
18465
//-----------------------------------------------------------------------------
18466
// Docking: Settings
18467
//-----------------------------------------------------------------------------
18468
// - DockSettingsRenameNodeReferences()
18469
// - DockSettingsRemoveNodeReferences()
18470
// - DockSettingsFindNodeSettings()
18471
// - DockSettingsHandler_ApplyAll()
18472
// - DockSettingsHandler_ReadOpen()
18473
// - DockSettingsHandler_ReadLine()
18474
// - DockSettingsHandler_DockNodeToSettings()
18475
// - DockSettingsHandler_WriteAll()
18476
//-----------------------------------------------------------------------------
18477
18478
static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id)
18479
0
{
18480
0
    ImGuiContext& g = *GImGui;
18481
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id);
18482
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++)
18483
0
    {
18484
0
        ImGuiWindow* window = g.Windows[window_n];
18485
0
        if (window->DockId == old_node_id && window->DockNode == NULL)
18486
0
            window->DockId = new_node_id;
18487
0
    }
18488
    //// FIXME-OPT: We could remove this loop by storing the index in the map
18489
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18490
0
        if (settings->DockId == old_node_id)
18491
0
            settings->DockId = new_node_id;
18492
0
}
18493
18494
// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings
18495
static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count)
18496
0
{
18497
0
    ImGuiContext& g = *GImGui;
18498
0
    int found = 0;
18499
    //// FIXME-OPT: We could remove this loop by storing the index in the map
18500
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18501
0
        for (int node_n = 0; node_n < node_ids_count; node_n++)
18502
0
            if (settings->DockId == node_ids[node_n])
18503
0
            {
18504
0
                settings->DockId = 0;
18505
0
                settings->DockOrder = -1;
18506
0
                if (++found < node_ids_count)
18507
0
                    break;
18508
0
                return;
18509
0
            }
18510
0
}
18511
18512
static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id)
18513
0
{
18514
    // FIXME-OPT
18515
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18516
0
    for (int n = 0; n < dc->NodesSettings.Size; n++)
18517
0
        if (dc->NodesSettings[n].ID == id)
18518
0
            return &dc->NodesSettings[n];
18519
0
    return NULL;
18520
0
}
18521
18522
// Clear settings data
18523
static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
18524
0
{
18525
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18526
0
    dc->NodesSettings.clear();
18527
0
    DockContextClearNodes(ctx, 0, true);
18528
0
}
18529
18530
// Recreate nodes based on settings data
18531
static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
18532
0
{
18533
    // Prune settings at boot time only
18534
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18535
0
    if (ctx->Windows.Size == 0)
18536
0
        DockContextPruneUnusedSettingsNodes(ctx);
18537
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
18538
0
    DockContextBuildAddWindowsToNodes(ctx, 0);
18539
0
}
18540
18541
static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
18542
0
{
18543
0
    if (strcmp(name, "Data") != 0)
18544
0
        return NULL;
18545
0
    return (void*)1;
18546
0
}
18547
18548
static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line)
18549
0
{
18550
0
    char c = 0;
18551
0
    int x = 0, y = 0;
18552
0
    int r = 0;
18553
18554
    // Parsing, e.g.
18555
    // " DockNode   ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 "
18556
    // "   DockNode ID=0x00000002 Parent=0x00000001 "
18557
    // Important: this code expect currently fields in a fixed order.
18558
0
    ImGuiDockNodeSettings node;
18559
0
    line = ImStrSkipBlank(line);
18560
0
    if      (strncmp(line, "DockNode", 8) == 0)  { line = ImStrSkipBlank(line + strlen("DockNode")); }
18561
0
    else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; }
18562
0
    else return;
18563
0
    if (sscanf(line, "ID=0x%08X%n",      &node.ID, &r) == 1)            { line += r; } else return;
18564
0
    if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1)  { line += r; if (node.ParentNodeId == 0) return; }
18565
0
    if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; }
18566
0
    if (node.ParentNodeId == 0)
18567
0
    {
18568
0
        if (sscanf(line, " Pos=%i,%i%n",  &x, &y, &r) == 2)         { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return;
18569
0
        if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2)         { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return;
18570
0
    }
18571
0
    else
18572
0
    {
18573
0
        if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2)      { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); }
18574
0
    }
18575
0
    if (sscanf(line, " Split=%c%n", &c, &r) == 1)                   { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; }
18576
0
    if (sscanf(line, " NoResize=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; }
18577
0
    if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1)             { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; }
18578
0
    if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; }
18579
0
    if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1)            { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; }
18580
0
    if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1)      { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; }
18581
0
    if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1)           { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; }
18582
0
    if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; }
18583
0
    if (node.ParentNodeId != 0)
18584
0
        if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId))
18585
0
            node.Depth = parent_settings->Depth + 1;
18586
0
    ctx->DockContext.NodesSettings.push_back(node);
18587
0
}
18588
18589
static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth)
18590
0
{
18591
0
    ImGuiDockNodeSettings node_settings;
18592
0
    IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3)));
18593
0
    node_settings.ID = node->ID;
18594
0
    node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0;
18595
0
    node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0;
18596
0
    node_settings.SelectedTabId = node->SelectedTabId;
18597
0
    node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None);
18598
0
    node_settings.Depth = (char)depth;
18599
0
    node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_);
18600
0
    node_settings.Pos = ImVec2ih(node->Pos);
18601
0
    node_settings.Size = ImVec2ih(node->Size);
18602
0
    node_settings.SizeRef = ImVec2ih(node->SizeRef);
18603
0
    dc->NodesSettings.push_back(node_settings);
18604
0
    if (node->ChildNodes[0])
18605
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1);
18606
0
    if (node->ChildNodes[1])
18607
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1);
18608
0
}
18609
18610
static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
18611
0
{
18612
0
    ImGuiContext& g = *ctx;
18613
0
    ImGuiDockContext* dc = &ctx->DockContext;
18614
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
18615
0
        return;
18616
18617
    // Gather settings data
18618
    // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer)
18619
0
    dc->NodesSettings.resize(0);
18620
0
    dc->NodesSettings.reserve(dc->Nodes.Data.Size);
18621
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
18622
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
18623
0
            if (node->IsRootNode())
18624
0
                DockSettingsHandler_DockNodeToSettings(dc, node, 0);
18625
18626
0
    int max_depth = 0;
18627
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
18628
0
        max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth);
18629
18630
    // Write to text buffer
18631
0
    buf->appendf("[%s][Data]\n", handler->TypeName);
18632
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
18633
0
    {
18634
0
        const int line_start_pos = buf->size(); (void)line_start_pos;
18635
0
        const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n];
18636
0
        buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, "");  // Text align nodes to facilitate looking at .ini file
18637
0
        buf->appendf(" ID=0x%08X", node_settings->ID);
18638
0
        if (node_settings->ParentNodeId)
18639
0
        {
18640
0
            buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y);
18641
0
        }
18642
0
        else
18643
0
        {
18644
0
            if (node_settings->ParentWindowId)
18645
0
                buf->appendf(" Window=0x%08X", node_settings->ParentWindowId);
18646
0
            buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y);
18647
0
        }
18648
0
        if (node_settings->SplitAxis != ImGuiAxis_None)
18649
0
            buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y');
18650
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoResize)
18651
0
            buf->appendf(" NoResize=1");
18652
0
        if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode)
18653
0
            buf->appendf(" CentralNode=1");
18654
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar)
18655
0
            buf->appendf(" NoTabBar=1");
18656
0
        if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar)
18657
0
            buf->appendf(" HiddenTabBar=1");
18658
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton)
18659
0
            buf->appendf(" NoWindowMenuButton=1");
18660
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton)
18661
0
            buf->appendf(" NoCloseButton=1");
18662
0
        if (node_settings->SelectedTabId)
18663
0
            buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId);
18664
18665
#if IMGUI_DEBUG_INI_SETTINGS
18666
        // [DEBUG] Include comments in the .ini file to ease debugging
18667
        if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID))
18668
        {
18669
            buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), "");     // Align everything
18670
            if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow)
18671
                buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name);
18672
            // Iterate settings so we can give info about windows that didn't exist during the session.
18673
            int contains_window = 0;
18674
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18675
                if (settings->DockId == node_settings->ID)
18676
                {
18677
                    if (contains_window++ == 0)
18678
                        buf->appendf(" ; contains ");
18679
                    buf->appendf("'%s' ", settings->GetName());
18680
                }
18681
        }
18682
#endif
18683
0
        buf->appendf("\n");
18684
0
    }
18685
0
    buf->appendf("\n");
18686
0
}
18687
18688
18689
//-----------------------------------------------------------------------------
18690
// [SECTION] PLATFORM DEPENDENT HELPERS
18691
//-----------------------------------------------------------------------------
18692
18693
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
18694
18695
#ifdef _MSC_VER
18696
#pragma comment(lib, "user32")
18697
#pragma comment(lib, "kernel32")
18698
#endif
18699
18700
// Win32 clipboard implementation
18701
// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()
18702
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
18703
{
18704
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
18705
    g.ClipboardHandlerData.clear();
18706
    if (!::OpenClipboard(NULL))
18707
        return NULL;
18708
    HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);
18709
    if (wbuf_handle == NULL)
18710
    {
18711
        ::CloseClipboard();
18712
        return NULL;
18713
    }
18714
    if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle))
18715
    {
18716
        int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL);
18717
        g.ClipboardHandlerData.resize(buf_len);
18718
        ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL);
18719
    }
18720
    ::GlobalUnlock(wbuf_handle);
18721
    ::CloseClipboard();
18722
    return g.ClipboardHandlerData.Data;
18723
}
18724
18725
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
18726
{
18727
    if (!::OpenClipboard(NULL))
18728
        return;
18729
    const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0);
18730
    HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR));
18731
    if (wbuf_handle == NULL)
18732
    {
18733
        ::CloseClipboard();
18734
        return;
18735
    }
18736
    WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle);
18737
    ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length);
18738
    ::GlobalUnlock(wbuf_handle);
18739
    ::EmptyClipboard();
18740
    if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)
18741
        ::GlobalFree(wbuf_handle);
18742
    ::CloseClipboard();
18743
}
18744
18745
#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)
18746
18747
#include <Carbon/Carbon.h>  // Use old API to avoid need for separate .mm file
18748
static PasteboardRef main_clipboard = 0;
18749
18750
// OSX clipboard implementation
18751
// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!
18752
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
18753
{
18754
    if (!main_clipboard)
18755
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
18756
    PasteboardClear(main_clipboard);
18757
    CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));
18758
    if (cf_data)
18759
    {
18760
        PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0);
18761
        CFRelease(cf_data);
18762
    }
18763
}
18764
18765
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
18766
{
18767
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
18768
    if (!main_clipboard)
18769
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
18770
    PasteboardSynchronize(main_clipboard);
18771
18772
    ItemCount item_count = 0;
18773
    PasteboardGetItemCount(main_clipboard, &item_count);
18774
    for (ItemCount i = 0; i < item_count; i++)
18775
    {
18776
        PasteboardItemID item_id = 0;
18777
        PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);
18778
        CFArrayRef flavor_type_array = 0;
18779
        PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array);
18780
        for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++)
18781
        {
18782
            CFDataRef cf_data;
18783
            if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr)
18784
            {
18785
                g.ClipboardHandlerData.clear();
18786
                int length = (int)CFDataGetLength(cf_data);
18787
                g.ClipboardHandlerData.resize(length + 1);
18788
                CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);
18789
                g.ClipboardHandlerData[length] = 0;
18790
                CFRelease(cf_data);
18791
                return g.ClipboardHandlerData.Data;
18792
            }
18793
        }
18794
    }
18795
    return NULL;
18796
}
18797
18798
#else
18799
18800
// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers.
18801
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
18802
0
{
18803
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
18804
0
    return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();
18805
0
}
18806
18807
static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text)
18808
0
{
18809
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
18810
0
    g.ClipboardHandlerData.clear();
18811
0
    const char* text_end = text + strlen(text);
18812
0
    g.ClipboardHandlerData.resize((int)(text_end - text) + 1);
18813
0
    memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));
18814
0
    g.ClipboardHandlerData[(int)(text_end - text)] = 0;
18815
0
}
18816
18817
#endif
18818
18819
// Win32 API IME support (for Asian languages, etc.)
18820
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
18821
18822
#include <imm.h>
18823
#ifdef _MSC_VER
18824
#pragma comment(lib, "imm32")
18825
#endif
18826
18827
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
18828
{
18829
    // Notify OS Input Method Editor of text input position
18830
    HWND hwnd = (HWND)viewport->PlatformHandleRaw;
18831
    if (hwnd == 0)
18832
        return;
18833
18834
    //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0);
18835
    if (HIMC himc = ::ImmGetContext(hwnd))
18836
    {
18837
        COMPOSITIONFORM composition_form = {};
18838
        composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
18839
        composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
18840
        composition_form.dwStyle = CFS_FORCE_POSITION;
18841
        ::ImmSetCompositionWindow(himc, &composition_form);
18842
        CANDIDATEFORM candidate_form = {};
18843
        candidate_form.dwStyle = CFS_CANDIDATEPOS;
18844
        candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
18845
        candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
18846
        ::ImmSetCandidateWindow(himc, &candidate_form);
18847
        ::ImmReleaseContext(hwnd, himc);
18848
    }
18849
}
18850
18851
#else
18852
18853
0
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {}
18854
18855
#endif
18856
18857
//-----------------------------------------------------------------------------
18858
// [SECTION] METRICS/DEBUGGER WINDOW
18859
//-----------------------------------------------------------------------------
18860
// - RenderViewportThumbnail() [Internal]
18861
// - RenderViewportsThumbnails() [Internal]
18862
// - DebugTextEncoding()
18863
// - MetricsHelpMarker() [Internal]
18864
// - ShowFontAtlas() [Internal]
18865
// - ShowMetricsWindow()
18866
// - DebugNodeColumns() [Internal]
18867
// - DebugNodeDockNode() [Internal]
18868
// - DebugNodeDrawList() [Internal]
18869
// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]
18870
// - DebugNodeFont() [Internal]
18871
// - DebugNodeFontGlyph() [Internal]
18872
// - DebugNodeStorage() [Internal]
18873
// - DebugNodeTabBar() [Internal]
18874
// - DebugNodeViewport() [Internal]
18875
// - DebugNodeWindow() [Internal]
18876
// - DebugNodeWindowSettings() [Internal]
18877
// - DebugNodeWindowsList() [Internal]
18878
// - DebugNodeWindowsListByBeginStackParent() [Internal]
18879
//-----------------------------------------------------------------------------
18880
18881
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
18882
18883
void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)
18884
0
{
18885
0
    ImGuiContext& g = *GImGui;
18886
0
    ImGuiWindow* window = g.CurrentWindow;
18887
18888
0
    ImVec2 scale = bb.GetSize() / viewport->Size;
18889
0
    ImVec2 off = bb.Min - viewport->Pos * scale;
18890
0
    float alpha_mul = (viewport->Flags & ImGuiViewportFlags_IsMinimized) ? 0.30f : 1.00f;
18891
0
    window->DrawList->AddRectFilled(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
18892
0
    for (int i = 0; i != g.Windows.Size; i++)
18893
0
    {
18894
0
        ImGuiWindow* thumb_window = g.Windows[i];
18895
0
        if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))
18896
0
            continue;
18897
0
        if (thumb_window->Viewport != viewport)
18898
0
            continue;
18899
18900
0
        ImRect thumb_r = thumb_window->Rect();
18901
0
        ImRect title_r = thumb_window->TitleBarRect();
18902
0
        thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off +  thumb_r.Max * scale));
18903
0
        title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off +  ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height
18904
0
        thumb_r.ClipWithFull(bb);
18905
0
        title_r.ClipWithFull(bb);
18906
0
        const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
18907
0
        window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul));
18908
0
        window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));
18909
0
        window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
18910
0
        window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name));
18911
0
    }
18912
0
    draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
18913
0
}
18914
18915
static void RenderViewportsThumbnails()
18916
0
{
18917
0
    ImGuiContext& g = *GImGui;
18918
0
    ImGuiWindow* window = g.CurrentWindow;
18919
18920
    // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports.
18921
0
    float SCALE = 1.0f / 8.0f;
18922
0
    ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
18923
0
    for (int n = 0; n < g.Viewports.Size; n++)
18924
0
        bb_full.Add(g.Viewports[n]->GetMainRect());
18925
0
    ImVec2 p = window->DC.CursorPos;
18926
0
    ImVec2 off = p - bb_full.Min * SCALE;
18927
0
    for (int n = 0; n < g.Viewports.Size; n++)
18928
0
    {
18929
0
        ImGuiViewportP* viewport = g.Viewports[n];
18930
0
        ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);
18931
0
        ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);
18932
0
    }
18933
0
    ImGui::Dummy(bb_full.GetSize() * SCALE);
18934
0
}
18935
18936
static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, const void* rhs)
18937
0
{
18938
0
    const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs;
18939
0
    const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs;
18940
0
    return b->LastFocusedStampCount - a->LastFocusedStampCount;
18941
0
}
18942
18943
// Draw an arbitrary US keyboard layout to visualize translated keys
18944
void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)
18945
0
{
18946
0
    const ImVec2 key_size = ImVec2(35.0f, 35.0f);
18947
0
    const float  key_rounding = 3.0f;
18948
0
    const ImVec2 key_face_size = ImVec2(25.0f, 25.0f);
18949
0
    const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f);
18950
0
    const float  key_face_rounding = 2.0f;
18951
0
    const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f);
18952
0
    const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);
18953
0
    const float  key_row_offset = 9.0f;
18954
18955
0
    ImVec2 board_min = GetCursorScreenPos();
18956
0
    ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);
18957
0
    ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);
18958
18959
0
    struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };
18960
0
    const KeyLayoutData keys_to_display[] =
18961
0
    {
18962
0
        { 0, 0, "", ImGuiKey_Tab },      { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R },
18963
0
        { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F },
18964
0
        { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V }
18965
0
    };
18966
18967
    // Elements rendered manually via ImDrawList API are not clipped automatically.
18968
    // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.
18969
0
    Dummy(board_max - board_min);
18970
0
    if (!IsItemVisible())
18971
0
        return;
18972
0
    draw_list->PushClipRect(board_min, board_max, true);
18973
0
    for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)
18974
0
    {
18975
0
        const KeyLayoutData* key_data = &keys_to_display[n];
18976
0
        ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);
18977
0
        ImVec2 key_max = key_min + key_size;
18978
0
        draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);
18979
0
        draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);
18980
0
        ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);
18981
0
        ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);
18982
0
        draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);
18983
0
        draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);
18984
0
        ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);
18985
0
        draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);
18986
0
        if (IsKeyDown(key_data->Key))
18987
0
            draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);
18988
0
    }
18989
0
    draw_list->PopClipRect();
18990
0
}
18991
18992
// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct.
18993
void ImGui::DebugTextEncoding(const char* str)
18994
0
{
18995
0
    Text("Text: \"%s\"", str);
18996
0
    if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable))
18997
0
        return;
18998
0
    TableSetupColumn("Offset");
18999
0
    TableSetupColumn("UTF-8");
19000
0
    TableSetupColumn("Glyph");
19001
0
    TableSetupColumn("Codepoint");
19002
0
    TableHeadersRow();
19003
0
    for (const char* p = str; *p != 0; )
19004
0
    {
19005
0
        unsigned int c;
19006
0
        const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL);
19007
0
        TableNextColumn();
19008
0
        Text("%d", (int)(p - str));
19009
0
        TableNextColumn();
19010
0
        for (int byte_index = 0; byte_index < c_utf8_len; byte_index++)
19011
0
        {
19012
0
            if (byte_index > 0)
19013
0
                SameLine();
19014
0
            Text("0x%02X", (int)(unsigned char)p[byte_index]);
19015
0
        }
19016
0
        TableNextColumn();
19017
0
        if (GetFont()->FindGlyphNoFallback((ImWchar)c))
19018
0
            TextUnformatted(p, p + c_utf8_len);
19019
0
        else
19020
0
            TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]");
19021
0
        TableNextColumn();
19022
0
        Text("U+%04X", (int)c);
19023
0
        p += c_utf8_len;
19024
0
    }
19025
0
    EndTable();
19026
0
}
19027
19028
// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
19029
static void MetricsHelpMarker(const char* desc)
19030
0
{
19031
0
    ImGui::TextDisabled("(?)");
19032
0
    if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort) && ImGui::BeginTooltip())
19033
0
    {
19034
0
        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
19035
0
        ImGui::TextUnformatted(desc);
19036
0
        ImGui::PopTextWrapPos();
19037
0
        ImGui::EndTooltip();
19038
0
    }
19039
0
}
19040
19041
// [DEBUG] List fonts in a font atlas and display its texture
19042
void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
19043
0
{
19044
0
    for (int i = 0; i < atlas->Fonts.Size; i++)
19045
0
    {
19046
0
        ImFont* font = atlas->Fonts[i];
19047
0
        PushID(font);
19048
0
        DebugNodeFont(font);
19049
0
        PopID();
19050
0
    }
19051
0
    if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
19052
0
    {
19053
0
        ImGuiContext& g = *GImGui;
19054
0
        ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19055
0
        Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons
19056
0
        ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
19057
0
        ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border);
19058
0
        Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);
19059
0
        TreePop();
19060
0
    }
19061
0
}
19062
19063
void ImGui::ShowMetricsWindow(bool* p_open)
19064
0
{
19065
0
    ImGuiContext& g = *GImGui;
19066
0
    ImGuiIO& io = g.IO;
19067
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19068
0
    if (cfg->ShowDebugLog)
19069
0
        ShowDebugLogWindow(&cfg->ShowDebugLog);
19070
0
    if (cfg->ShowStackTool)
19071
0
        ShowStackToolWindow(&cfg->ShowStackTool);
19072
19073
0
    if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1)
19074
0
    {
19075
0
        End();
19076
0
        return;
19077
0
    }
19078
19079
    // Basic info
19080
0
    Text("Dear ImGui %s", GetVersion());
19081
0
    Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
19082
0
    Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
19083
0
    Text("%d visible windows, %d active allocations", io.MetricsRenderWindows, io.MetricsActiveAllocations);
19084
    //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; }
19085
19086
0
    Separator();
19087
19088
    // Debugging enums
19089
0
    enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type
19090
0
    const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" };
19091
0
    enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type
19092
0
    const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" };
19093
0
    if (cfg->ShowWindowsRectsType < 0)
19094
0
        cfg->ShowWindowsRectsType = WRT_WorkRect;
19095
0
    if (cfg->ShowTablesRectsType < 0)
19096
0
        cfg->ShowTablesRectsType = TRT_WorkRect;
19097
19098
0
    struct Funcs
19099
0
    {
19100
0
        static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)
19101
0
        {
19102
0
            ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance
19103
0
            if (rect_type == TRT_OuterRect)                     { return table->OuterRect; }
19104
0
            else if (rect_type == TRT_InnerRect)                { return table->InnerRect; }
19105
0
            else if (rect_type == TRT_WorkRect)                 { return table->WorkRect; }
19106
0
            else if (rect_type == TRT_HostClipRect)             { return table->HostClipRect; }
19107
0
            else if (rect_type == TRT_InnerClipRect)            { return table->InnerClipRect; }
19108
0
            else if (rect_type == TRT_BackgroundClipRect)       { return table->BgClipRect; }
19109
0
            else if (rect_type == TRT_ColumnsRect)              { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); }
19110
0
            else if (rect_type == TRT_ColumnsWorkRect)          { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); }
19111
0
            else if (rect_type == TRT_ColumnsClipRect)          { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }
19112
0
            else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); } // Note: y1/y2 not always accurate
19113
0
            else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); }
19114
0
            else if (rect_type == TRT_ColumnsContentFrozen)     { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); }
19115
0
            else if (rect_type == TRT_ColumnsContentUnfrozen)   { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }
19116
0
            IM_ASSERT(0);
19117
0
            return ImRect();
19118
0
        }
19119
19120
0
        static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)
19121
0
        {
19122
0
            if (rect_type == WRT_OuterRect)                 { return window->Rect(); }
19123
0
            else if (rect_type == WRT_OuterRectClipped)     { return window->OuterRectClipped; }
19124
0
            else if (rect_type == WRT_InnerRect)            { return window->InnerRect; }
19125
0
            else if (rect_type == WRT_InnerClipRect)        { return window->InnerClipRect; }
19126
0
            else if (rect_type == WRT_WorkRect)             { return window->WorkRect; }
19127
0
            else if (rect_type == WRT_Content)       { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }
19128
0
            else if (rect_type == WRT_ContentIdeal)         { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); }
19129
0
            else if (rect_type == WRT_ContentRegionRect)    { return window->ContentRegionRect; }
19130
0
            IM_ASSERT(0);
19131
0
            return ImRect();
19132
0
        }
19133
0
    };
19134
19135
    // Tools
19136
0
    if (TreeNode("Tools"))
19137
0
    {
19138
0
        bool show_encoding_viewer = TreeNode("UTF-8 Encoding viewer");
19139
0
        SameLine();
19140
0
        MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct.");
19141
0
        if (show_encoding_viewer)
19142
0
        {
19143
0
            static char buf[100] = "";
19144
0
            SetNextItemWidth(-FLT_MIN);
19145
0
            InputText("##Text", buf, IM_ARRAYSIZE(buf));
19146
0
            if (buf[0] != 0)
19147
0
                DebugTextEncoding(buf);
19148
0
            TreePop();
19149
0
        }
19150
19151
        // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
19152
0
        if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive)
19153
0
            DebugStartItemPicker();
19154
0
        SameLine();
19155
0
        MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash.");
19156
19157
        // Stack Tool is your best friend!
19158
0
        Checkbox("Show Debug Log", &cfg->ShowDebugLog);
19159
0
        SameLine();
19160
0
        MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code.");
19161
19162
        // Stack Tool is your best friend!
19163
0
        Checkbox("Show Stack Tool", &cfg->ShowStackTool);
19164
0
        SameLine();
19165
0
        MetricsHelpMarker("You can also call ImGui::ShowStackToolWindow() from your code.");
19166
19167
0
        Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder);
19168
0
        Checkbox("Show windows rectangles", &cfg->ShowWindowsRects);
19169
0
        SameLine();
19170
0
        SetNextItemWidth(GetFontSize() * 12);
19171
0
        cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count);
19172
0
        if (cfg->ShowWindowsRects && g.NavWindow != NULL)
19173
0
        {
19174
0
            BulletText("'%s':", g.NavWindow->Name);
19175
0
            Indent();
19176
0
            for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
19177
0
            {
19178
0
                ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
19179
0
                Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);
19180
0
            }
19181
0
            Unindent();
19182
0
        }
19183
19184
0
        Checkbox("Show tables rectangles", &cfg->ShowTablesRects);
19185
0
        SameLine();
19186
0
        SetNextItemWidth(GetFontSize() * 12);
19187
0
        cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);
19188
0
        if (cfg->ShowTablesRects && g.NavWindow != NULL)
19189
0
        {
19190
0
            for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
19191
0
            {
19192
0
                ImGuiTable* table = g.Tables.TryGetMapData(table_n);
19193
0
                if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))
19194
0
                    continue;
19195
19196
0
                BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
19197
0
                if (IsItemHovered())
19198
0
                    GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19199
0
                Indent();
19200
0
                char buf[128];
19201
0
                for (int rect_n = 0; rect_n < TRT_Count; rect_n++)
19202
0
                {
19203
0
                    if (rect_n >= TRT_ColumnsRect)
19204
0
                    {
19205
0
                        if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect)
19206
0
                            continue;
19207
0
                        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
19208
0
                        {
19209
0
                            ImRect r = Funcs::GetTableRect(table, rect_n, column_n);
19210
0
                            ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);
19211
0
                            Selectable(buf);
19212
0
                            if (IsItemHovered())
19213
0
                                GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19214
0
                        }
19215
0
                    }
19216
0
                    else
19217
0
                    {
19218
0
                        ImRect r = Funcs::GetTableRect(table, rect_n, -1);
19219
0
                        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);
19220
0
                        Selectable(buf);
19221
0
                        if (IsItemHovered())
19222
0
                            GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19223
0
                    }
19224
0
                }
19225
0
                Unindent();
19226
0
            }
19227
0
        }
19228
19229
0
        Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop);
19230
0
        SameLine();
19231
0
        MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.");
19232
19233
0
        TreePop();
19234
0
    }
19235
19236
    // Windows
19237
0
    if (TreeNode("Windows", "Windows (%d)", g.Windows.Size))
19238
0
    {
19239
        //SetNextItemOpen(true, ImGuiCond_Once);
19240
0
        DebugNodeWindowsList(&g.Windows, "By display order");
19241
0
        DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)");
19242
0
        if (TreeNode("By submission order (begin stack)"))
19243
0
        {
19244
            // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship!
19245
0
            ImVector<ImGuiWindow*>& temp_buffer = g.WindowsTempSortBuffer;
19246
0
            temp_buffer.resize(0);
19247
0
            for (int i = 0; i < g.Windows.Size; i++)
19248
0
                if (g.Windows[i]->LastFrameActive + 1 >= g.FrameCount)
19249
0
                    temp_buffer.push_back(g.Windows[i]);
19250
0
            struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } };
19251
0
            ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder);
19252
0
            DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL);
19253
0
            TreePop();
19254
0
        }
19255
19256
0
        TreePop();
19257
0
    }
19258
19259
    // DrawLists
19260
0
    int drawlist_count = 0;
19261
0
    for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
19262
0
        drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount();
19263
0
    if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
19264
0
    {
19265
0
        Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
19266
0
        Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);
19267
0
        for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
19268
0
        {
19269
0
            ImGuiViewportP* viewport = g.Viewports[viewport_i];
19270
0
            bool viewport_has_drawlist = false;
19271
0
            for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
19272
0
                for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
19273
0
                {
19274
0
                    if (!viewport_has_drawlist)
19275
0
                        Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID);
19276
0
                    viewport_has_drawlist = true;
19277
0
                    DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
19278
0
                }
19279
0
        }
19280
0
        TreePop();
19281
0
    }
19282
19283
    // Viewports
19284
0
    if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size))
19285
0
    {
19286
0
        Indent(GetTreeNodeToLabelSpacing());
19287
0
        RenderViewportsThumbnails();
19288
0
        Unindent(GetTreeNodeToLabelSpacing());
19289
19290
0
        bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size);
19291
0
        SameLine();
19292
0
        MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors.");
19293
0
        if (open)
19294
0
        {
19295
0
            for (int i = 0; i < g.PlatformIO.Monitors.Size; i++)
19296
0
            {
19297
0
                const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i];
19298
0
                BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)",
19299
0
                    i, mon.DpiScale * 100.0f,
19300
0
                    mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y,
19301
0
                    mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y);
19302
0
            }
19303
0
            TreePop();
19304
0
        }
19305
19306
0
        BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
19307
0
        if (TreeNode("Inferred Z order (front-to-back)"))
19308
0
        {
19309
0
            static ImVector<ImGuiViewportP*> viewports;
19310
0
            viewports.resize(g.Viewports.Size);
19311
0
            memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes());
19312
0
            if (viewports.Size > 1)
19313
0
                ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByLastFocusedStampCount);
19314
0
            for (ImGuiViewportP* viewport : viewports)
19315
0
                BulletText("Viewport #%d, ID: 0x%08X, LastFocused = %08d, PlatformFocused = %s, Window: \"%s\"",
19316
0
                    viewport->Idx, viewport->ID, viewport->LastFocusedStampCount,
19317
0
                    (g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A",
19318
0
                    viewport->Window ? viewport->Window->Name : "N/A");
19319
0
            TreePop();
19320
0
        }
19321
0
        for (int i = 0; i < g.Viewports.Size; i++)
19322
0
            DebugNodeViewport(g.Viewports[i]);
19323
0
        TreePop();
19324
0
    }
19325
19326
    // Details for Popups
19327
0
    if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
19328
0
    {
19329
0
        for (int i = 0; i < g.OpenPopupStack.Size; i++)
19330
0
        {
19331
            // As it's difficult to interact with tree nodes while popups are open, we display everything inline.
19332
0
            const ImGuiPopupData* popup_data = &g.OpenPopupStack[i];
19333
0
            ImGuiWindow* window = popup_data->Window;
19334
0
            BulletText("PopupID: %08x, Window: '%s' (%s%s), BackupNavWindow '%s', ParentWindow '%s'",
19335
0
                popup_data->PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "",
19336
0
                popup_data->BackupNavWindow ? popup_data->BackupNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL");
19337
0
        }
19338
0
        TreePop();
19339
0
    }
19340
19341
    // Details for TabBars
19342
0
    if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount()))
19343
0
    {
19344
0
        for (int n = 0; n < g.TabBars.GetMapSize(); n++)
19345
0
            if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n))
19346
0
            {
19347
0
                PushID(tab_bar);
19348
0
                DebugNodeTabBar(tab_bar, "TabBar");
19349
0
                PopID();
19350
0
            }
19351
0
        TreePop();
19352
0
    }
19353
19354
    // Details for Tables
19355
0
    if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount()))
19356
0
    {
19357
0
        for (int n = 0; n < g.Tables.GetMapSize(); n++)
19358
0
            if (ImGuiTable* table = g.Tables.TryGetMapData(n))
19359
0
                DebugNodeTable(table);
19360
0
        TreePop();
19361
0
    }
19362
19363
    // Details for Fonts
19364
0
    ImFontAtlas* atlas = g.IO.Fonts;
19365
0
    if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size))
19366
0
    {
19367
0
        ShowFontAtlas(atlas);
19368
0
        TreePop();
19369
0
    }
19370
19371
    // Details for InputText
19372
0
    if (TreeNode("InputText"))
19373
0
    {
19374
0
        DebugNodeInputTextState(&g.InputTextState);
19375
0
        TreePop();
19376
0
    }
19377
19378
    // Details for Docking
19379
0
#ifdef IMGUI_HAS_DOCK
19380
0
    if (TreeNode("Docking"))
19381
0
    {
19382
0
        static bool root_nodes_only = true;
19383
0
        ImGuiDockContext* dc = &g.DockContext;
19384
0
        Checkbox("List root nodes", &root_nodes_only);
19385
0
        Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes);
19386
0
        if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); }
19387
0
        SameLine();
19388
0
        if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; }
19389
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
19390
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
19391
0
                if (!root_nodes_only || node->IsRootNode())
19392
0
                    DebugNodeDockNode(node, "Node");
19393
0
        TreePop();
19394
0
    }
19395
0
#endif // #ifdef IMGUI_HAS_DOCK
19396
19397
    // Settings
19398
0
    if (TreeNode("Settings"))
19399
0
    {
19400
0
        if (SmallButton("Clear"))
19401
0
            ClearIniSettings();
19402
0
        SameLine();
19403
0
        if (SmallButton("Save to memory"))
19404
0
            SaveIniSettingsToMemory();
19405
0
        SameLine();
19406
0
        if (SmallButton("Save to disk"))
19407
0
            SaveIniSettingsToDisk(g.IO.IniFilename);
19408
0
        SameLine();
19409
0
        if (g.IO.IniFilename)
19410
0
            Text("\"%s\"", g.IO.IniFilename);
19411
0
        else
19412
0
            TextUnformatted("<NULL>");
19413
0
        Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer);
19414
0
        if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))
19415
0
        {
19416
0
            for (int n = 0; n < g.SettingsHandlers.Size; n++)
19417
0
                BulletText("%s", g.SettingsHandlers[n].TypeName);
19418
0
            TreePop();
19419
0
        }
19420
0
        if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))
19421
0
        {
19422
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19423
0
                DebugNodeWindowSettings(settings);
19424
0
            TreePop();
19425
0
        }
19426
19427
0
        if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size()))
19428
0
        {
19429
0
            for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
19430
0
                DebugNodeTableSettings(settings);
19431
0
            TreePop();
19432
0
        }
19433
19434
0
#ifdef IMGUI_HAS_DOCK
19435
0
        if (TreeNode("SettingsDocking", "Settings packed data: Docking"))
19436
0
        {
19437
0
            ImGuiDockContext* dc = &g.DockContext;
19438
0
            Text("In SettingsWindows:");
19439
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19440
0
                if (settings->DockId != 0)
19441
0
                    BulletText("Window '%s' -> DockId %08X", settings->GetName(), settings->DockId);
19442
0
            Text("In SettingsNodes:");
19443
0
            for (int n = 0; n < dc->NodesSettings.Size; n++)
19444
0
            {
19445
0
                ImGuiDockNodeSettings* settings = &dc->NodesSettings[n];
19446
0
                const char* selected_tab_name = NULL;
19447
0
                if (settings->SelectedTabId)
19448
0
                {
19449
0
                    if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId))
19450
0
                        selected_tab_name = window->Name;
19451
0
                    else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId))
19452
0
                        selected_tab_name = window_settings->GetName();
19453
0
                }
19454
0
                BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : "");
19455
0
            }
19456
0
            TreePop();
19457
0
        }
19458
0
#endif // #ifdef IMGUI_HAS_DOCK
19459
19460
0
        if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
19461
0
        {
19462
0
            InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);
19463
0
            TreePop();
19464
0
        }
19465
0
        TreePop();
19466
0
    }
19467
19468
0
    if (TreeNode("Inputs"))
19469
0
    {
19470
0
        Text("KEYBOARD/GAMEPAD/MOUSE KEYS");
19471
0
        {
19472
            // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
19473
            // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
19474
0
            Indent();
19475
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
19476
0
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
19477
#else
19478
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
19479
            //Text("Legacy raw:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } }
19480
#endif
19481
0
            Text("Keys down:");         for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue;     SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
19482
0
            Text("Keys pressed:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue;  SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
19483
0
            Text("Keys released:");     for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
19484
0
            Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
19485
0
            Text("Chars queue:");       for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
19486
0
            DebugRenderKeyboardPreview(GetWindowDrawList());
19487
0
            Unindent();
19488
0
        }
19489
19490
0
        Text("MOUSE STATE");
19491
0
        {
19492
0
            Indent();
19493
0
            if (IsMousePosValid())
19494
0
                Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
19495
0
            else
19496
0
                Text("Mouse pos: <INVALID>");
19497
0
            Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
19498
0
            int count = IM_ARRAYSIZE(io.MouseDown);
19499
0
            Text("Mouse down:");     for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
19500
0
            Text("Mouse clicked:");  for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); }
19501
0
            Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); }
19502
0
            Text("Mouse wheel: %.1f", io.MouseWheel);
19503
0
            Text("Mouse source: %s", GetMouseSourceName(io.MouseSource));
19504
0
            Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
19505
0
            Unindent();
19506
0
        }
19507
19508
0
        Text("MOUSE WHEELING");
19509
0
        {
19510
0
            Indent();
19511
0
            Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL");
19512
0
            Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer);
19513
0
            Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : "<none>");
19514
0
            Unindent();
19515
0
        }
19516
19517
0
        Text("KEY OWNERS");
19518
0
        {
19519
0
            Indent();
19520
0
            if (BeginListBox("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6)))
19521
0
            {
19522
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
19523
0
                {
19524
0
                    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
19525
0
                    if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
19526
0
                        continue;
19527
0
                    Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr,
19528
0
                        owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : "");
19529
0
                    DebugLocateItemOnHover(owner_data->OwnerCurr);
19530
0
                }
19531
0
                EndListBox();
19532
0
            }
19533
0
            Unindent();
19534
0
        }
19535
0
        Text("SHORTCUT ROUTING");
19536
0
        {
19537
0
            Indent();
19538
0
            if (BeginListBox("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6)))
19539
0
            {
19540
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
19541
0
                {
19542
0
                    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
19543
0
                    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; )
19544
0
                    {
19545
0
                        char key_chord_name[64];
19546
0
                        ImGuiKeyRoutingData* routing_data = &rt->Entries[idx];
19547
0
                        GetKeyChordName(key | routing_data->Mods, key_chord_name, IM_ARRAYSIZE(key_chord_name));
19548
0
                        Text("%s: 0x%08X", key_chord_name, routing_data->RoutingCurr);
19549
0
                        DebugLocateItemOnHover(routing_data->RoutingCurr);
19550
0
                        idx = routing_data->NextEntryIndex;
19551
0
                    }
19552
0
                }
19553
0
                EndListBox();
19554
0
            }
19555
0
            Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
19556
0
            Unindent();
19557
0
        }
19558
0
        TreePop();
19559
0
    }
19560
19561
0
    if (TreeNode("Internal state"))
19562
0
    {
19563
0
        Text("WINDOWING");
19564
0
        Indent();
19565
0
        Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
19566
0
        Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL");
19567
0
        Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
19568
0
        Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0);
19569
0
        Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
19570
0
        Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
19571
0
        Unindent();
19572
19573
0
        Text("ITEMS");
19574
0
        Indent();
19575
0
        Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));
19576
0
        DebugLocateItemOnHover(g.ActiveId);
19577
0
        Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
19578
0
        Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
19579
0
        Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame
19580
0
        Text("HoverDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverDelayId, g.HoverDelayTimer, g.HoverDelayClearTimer);
19581
0
        Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
19582
0
        DebugLocateItemOnHover(g.DragDropPayload.SourceId);
19583
0
        Unindent();
19584
19585
0
        Text("NAV,FOCUS");
19586
0
        Indent();
19587
0
        Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
19588
0
        Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
19589
0
        DebugLocateItemOnHover(g.NavId);
19590
0
        Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));
19591
0
        Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
19592
0
        Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId);
19593
0
        Text("NavActivateFlags: %04X", g.NavActivateFlags);
19594
0
        Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
19595
0
        Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
19596
0
        Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
19597
0
        Unindent();
19598
19599
0
        TreePop();
19600
0
    }
19601
19602
    // Overlay: Display windows Rectangles and Begin Order
19603
0
    if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)
19604
0
    {
19605
0
        for (int n = 0; n < g.Windows.Size; n++)
19606
0
        {
19607
0
            ImGuiWindow* window = g.Windows[n];
19608
0
            if (!window->WasActive)
19609
0
                continue;
19610
0
            ImDrawList* draw_list = GetForegroundDrawList(window);
19611
0
            if (cfg->ShowWindowsRects)
19612
0
            {
19613
0
                ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType);
19614
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
19615
0
            }
19616
0
            if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow))
19617
0
            {
19618
0
                char buf[32];
19619
0
                ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
19620
0
                float font_size = GetFontSize();
19621
0
                draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
19622
0
                draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);
19623
0
            }
19624
0
        }
19625
0
    }
19626
19627
    // Overlay: Display Tables Rectangles
19628
0
    if (cfg->ShowTablesRects)
19629
0
    {
19630
0
        for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
19631
0
        {
19632
0
            ImGuiTable* table = g.Tables.TryGetMapData(table_n);
19633
0
            if (table == NULL || table->LastFrameActive < g.FrameCount - 1)
19634
0
                continue;
19635
0
            ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);
19636
0
            if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)
19637
0
            {
19638
0
                for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
19639
0
                {
19640
0
                    ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);
19641
0
                    ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);
19642
0
                    float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;
19643
0
                    draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness);
19644
0
                }
19645
0
            }
19646
0
            else
19647
0
            {
19648
0
                ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1);
19649
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
19650
0
            }
19651
0
        }
19652
0
    }
19653
19654
0
#ifdef IMGUI_HAS_DOCK
19655
    // Overlay: Display Docking info
19656
0
    if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode)
19657
0
    {
19658
0
        char buf[64] = "";
19659
0
        char* p = buf;
19660
0
        ImGuiDockNode* node = g.DebugHoveredDockNode;
19661
0
        ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
19662
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : "");
19663
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId);
19664
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y);
19665
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y);
19666
0
        int depth = DockNodeGetDepth(node);
19667
0
        overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255));
19668
0
        ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth;
19669
0
        overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255));
19670
0
        overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf);
19671
0
    }
19672
0
#endif // #ifdef IMGUI_HAS_DOCK
19673
19674
0
    End();
19675
0
}
19676
19677
// [DEBUG] Display contents of Columns
19678
void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
19679
0
{
19680
0
    if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
19681
0
        return;
19682
0
    BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);
19683
0
    for (int column_n = 0; column_n < columns->Columns.Size; column_n++)
19684
0
        BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm));
19685
0
    TreePop();
19686
0
}
19687
19688
static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled)
19689
0
{
19690
0
    using namespace ImGui;
19691
0
    PushID(label);
19692
0
    PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f));
19693
0
    Text("%s:", label);
19694
0
    if (!enabled)
19695
0
        BeginDisabled();
19696
0
    CheckboxFlags("NoSplit", p_flags, ImGuiDockNodeFlags_NoSplit);
19697
0
    CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize);
19698
0
    CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX);
19699
0
    CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY);
19700
0
    CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar);
19701
0
    CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar);
19702
0
    CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton);
19703
0
    CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton);
19704
0
    CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking);
19705
0
    CheckboxFlags("NoDockingSplitMe", p_flags, ImGuiDockNodeFlags_NoDockingSplitMe);
19706
0
    CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther);
19707
0
    CheckboxFlags("NoDockingOverMe", p_flags, ImGuiDockNodeFlags_NoDockingOverMe);
19708
0
    CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther);
19709
0
    CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty);
19710
0
    if (!enabled)
19711
0
        EndDisabled();
19712
0
    PopStyleVar();
19713
0
    PopID();
19714
0
}
19715
19716
// [DEBUG] Display contents of ImDockNode
19717
void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label)
19718
0
{
19719
0
    ImGuiContext& g = *GImGui;
19720
0
    const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2);    // Submitted with ImGuiDockNodeFlags_KeepAliveOnly
19721
0
    const bool is_active = (g.FrameCount - node->LastFrameActive < 2);  // Submitted
19722
0
    if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
19723
0
    bool open;
19724
0
    ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
19725
0
    if (node->Windows.Size > 0)
19726
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
19727
0
    else
19728
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
19729
0
    if (!is_alive) { PopStyleColor(); }
19730
0
    if (is_active && IsItemHovered())
19731
0
        if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow)
19732
0
            GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255));
19733
0
    if (open)
19734
0
    {
19735
0
        IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node);
19736
0
        IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node);
19737
0
        BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)",
19738
0
            node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y);
19739
0
        DebugNodeWindow(node->HostWindow, "HostWindow");
19740
0
        DebugNodeWindow(node->VisibleWindow, "VisibleWindow");
19741
0
        BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId);
19742
0
        BulletText("Misc:%s%s%s%s%s%s%s",
19743
0
            node->IsDockSpace() ? " IsDockSpace" : "",
19744
0
            node->IsCentralNode() ? " IsCentralNode" : "",
19745
0
            is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "",
19746
0
            node->WantLockSizeOnce ? " WantLockSizeOnce" : "",
19747
0
            node->HasCentralNodeChild ? " HasCentralNodeChild" : "");
19748
0
        if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags))
19749
0
        {
19750
0
            if (BeginTable("flags", 4))
19751
0
            {
19752
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false);
19753
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true);
19754
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false);
19755
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true);
19756
0
                EndTable();
19757
0
            }
19758
0
            TreePop();
19759
0
        }
19760
0
        if (node->ParentNode)
19761
0
            DebugNodeDockNode(node->ParentNode, "ParentNode");
19762
0
        if (node->ChildNodes[0])
19763
0
            DebugNodeDockNode(node->ChildNodes[0], "Child[0]");
19764
0
        if (node->ChildNodes[1])
19765
0
            DebugNodeDockNode(node->ChildNodes[1], "Child[1]");
19766
0
        if (node->TabBar)
19767
0
            DebugNodeTabBar(node->TabBar, "TabBar");
19768
0
        DebugNodeWindowsList(&node->Windows, "Windows");
19769
19770
0
        TreePop();
19771
0
    }
19772
0
}
19773
19774
// [DEBUG] Display contents of ImDrawList
19775
// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport.
19776
void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label)
19777
0
{
19778
0
    ImGuiContext& g = *GImGui;
19779
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19780
0
    int cmd_count = draw_list->CmdBuffer.Size;
19781
0
    if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)
19782
0
        cmd_count--;
19783
0
    bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count);
19784
0
    if (draw_list == GetWindowDrawList())
19785
0
    {
19786
0
        SameLine();
19787
0
        TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
19788
0
        if (node_open)
19789
0
            TreePop();
19790
0
        return;
19791
0
    }
19792
19793
0
    ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list
19794
0
    if (window && IsItemHovered() && fg_draw_list)
19795
0
        fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
19796
0
    if (!node_open)
19797
0
        return;
19798
19799
0
    if (window && !window->WasActive)
19800
0
        TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");
19801
19802
0
    for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)
19803
0
    {
19804
0
        if (pcmd->UserCallback)
19805
0
        {
19806
0
            BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
19807
0
            continue;
19808
0
        }
19809
19810
0
        char buf[300];
19811
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
19812
0
            pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId,
19813
0
            pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
19814
0
        bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
19815
0
        if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list)
19816
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes);
19817
0
        if (!pcmd_node_open)
19818
0
            continue;
19819
19820
        // Calculate approximate coverage area (touched pixel count)
19821
        // This will be in pixels squared as long there's no post-scaling happening to the renderer output.
19822
0
        const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
19823
0
        const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;
19824
0
        float total_area = 0.0f;
19825
0
        for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )
19826
0
        {
19827
0
            ImVec2 triangle[3];
19828
0
            for (int n = 0; n < 3; n++, idx_n++)
19829
0
                triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;
19830
0
            total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);
19831
0
        }
19832
19833
        // Display vertex information summary. Hover to get all triangles drawn in wire-frame
19834
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
19835
0
        Selectable(buf);
19836
0
        if (IsItemHovered() && fg_draw_list)
19837
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false);
19838
19839
        // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
19840
0
        ImGuiListClipper clipper;
19841
0
        clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
19842
0
        while (clipper.Step())
19843
0
            for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
19844
0
            {
19845
0
                char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf);
19846
0
                ImVec2 triangle[3];
19847
0
                for (int n = 0; n < 3; n++, idx_i++)
19848
0
                {
19849
0
                    const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
19850
0
                    triangle[n] = v.pos;
19851
0
                    buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
19852
0
                        (n == 0) ? "Vert:" : "     ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
19853
0
                }
19854
19855
0
                Selectable(buf, false);
19856
0
                if (fg_draw_list && IsItemHovered())
19857
0
                {
19858
0
                    ImDrawListFlags backup_flags = fg_draw_list->Flags;
19859
0
                    fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
19860
0
                    fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f);
19861
0
                    fg_draw_list->Flags = backup_flags;
19862
0
                }
19863
0
            }
19864
0
        TreePop();
19865
0
    }
19866
0
    TreePop();
19867
0
}
19868
19869
// [DEBUG] Display mesh/aabb of a ImDrawCmd
19870
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)
19871
0
{
19872
0
    IM_ASSERT(show_mesh || show_aabb);
19873
19874
    // Draw wire-frame version of all triangles
19875
0
    ImRect clip_rect = draw_cmd->ClipRect;
19876
0
    ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
19877
0
    ImDrawListFlags backup_flags = out_draw_list->Flags;
19878
0
    out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
19879
0
    for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; )
19880
0
    {
19881
0
        ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list
19882
0
        ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
19883
19884
0
        ImVec2 triangle[3];
19885
0
        for (int n = 0; n < 3; n++, idx_n++)
19886
0
            vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));
19887
0
        if (show_mesh)
19888
0
            out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles
19889
0
    }
19890
    // Draw bounding boxes
19891
0
    if (show_aabb)
19892
0
    {
19893
0
        out_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
19894
0
        out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
19895
0
    }
19896
0
    out_draw_list->Flags = backup_flags;
19897
0
}
19898
19899
// [DEBUG] Display details for a single font, called by ShowStyleEditor().
19900
void ImGui::DebugNodeFont(ImFont* font)
19901
0
{
19902
0
    bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)",
19903
0
        font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
19904
0
    SameLine();
19905
0
    if (SmallButton("Set as default"))
19906
0
        GetIO().FontDefault = font;
19907
0
    if (!opened)
19908
0
        return;
19909
19910
    // Display preview text
19911
0
    PushFont(font);
19912
0
    Text("The quick brown fox jumps over the lazy dog");
19913
0
    PopFont();
19914
19915
    // Display details
19916
0
    SetNextItemWidth(GetFontSize() * 8);
19917
0
    DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");
19918
0
    SameLine(); MetricsHelpMarker(
19919
0
        "Note than the default embedded font is NOT meant to be scaled.\n\n"
19920
0
        "Font are currently rendered into bitmaps at a given size at the time of building the atlas. "
19921
0
        "You may oversample them to get some flexibility with scaling. "
19922
0
        "You can also render at multiple sizes and select which one to use at runtime.\n\n"
19923
0
        "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");
19924
0
    Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
19925
0
    char c_str[5];
19926
0
    Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar);
19927
0
    Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar);
19928
0
    const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface);
19929
0
    Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);
19930
0
    for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
19931
0
        if (font->ConfigData)
19932
0
            if (const ImFontConfig* cfg = &font->ConfigData[config_i])
19933
0
                BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
19934
0
                    config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
19935
19936
    // Display all glyphs of the fonts in separate pages of 256 characters
19937
0
    if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
19938
0
    {
19939
0
        ImDrawList* draw_list = GetWindowDrawList();
19940
0
        const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);
19941
0
        const float cell_size = font->FontSize * 1;
19942
0
        const float cell_spacing = GetStyle().ItemSpacing.y;
19943
0
        for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
19944
0
        {
19945
            // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
19946
            // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
19947
            // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
19948
0
            if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))
19949
0
            {
19950
0
                base += 4096 - 256;
19951
0
                continue;
19952
0
            }
19953
19954
0
            int count = 0;
19955
0
            for (unsigned int n = 0; n < 256; n++)
19956
0
                if (font->FindGlyphNoFallback((ImWchar)(base + n)))
19957
0
                    count++;
19958
0
            if (count <= 0)
19959
0
                continue;
19960
0
            if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
19961
0
                continue;
19962
19963
            // Draw a 16x16 grid of glyphs
19964
0
            ImVec2 base_pos = GetCursorScreenPos();
19965
0
            for (unsigned int n = 0; n < 256; n++)
19966
0
            {
19967
                // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
19968
                // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
19969
0
                ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
19970
0
                ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
19971
0
                const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
19972
0
                draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
19973
0
                if (!glyph)
19974
0
                    continue;
19975
0
                font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
19976
0
                if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip())
19977
0
                {
19978
0
                    DebugNodeFontGlyph(font, glyph);
19979
0
                    EndTooltip();
19980
0
                }
19981
0
            }
19982
0
            Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
19983
0
            TreePop();
19984
0
        }
19985
0
        TreePop();
19986
0
    }
19987
0
    TreePop();
19988
0
}
19989
19990
void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)
19991
0
{
19992
0
    Text("Codepoint: U+%04X", glyph->Codepoint);
19993
0
    Separator();
19994
0
    Text("Visible: %d", glyph->Visible);
19995
0
    Text("AdvanceX: %.1f", glyph->AdvanceX);
19996
0
    Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
19997
0
    Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
19998
0
}
19999
20000
// [DEBUG] Display contents of ImGuiStorage
20001
void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)
20002
0
{
20003
0
    if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes()))
20004
0
        return;
20005
0
    for (int n = 0; n < storage->Data.Size; n++)
20006
0
    {
20007
0
        const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n];
20008
0
        BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.
20009
0
    }
20010
0
    TreePop();
20011
0
}
20012
20013
// [DEBUG] Display contents of ImGuiTabBar
20014
void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
20015
0
{
20016
    // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
20017
0
    char buf[256];
20018
0
    char* p = buf;
20019
0
    const char* buf_end = buf + IM_ARRAYSIZE(buf);
20020
0
    const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2);
20021
0
    p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s  {", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*");
20022
0
    for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++)
20023
0
    {
20024
0
        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
20025
0
        p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab));
20026
0
    }
20027
0
    p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");
20028
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20029
0
    bool open = TreeNode(label, "%s", buf);
20030
0
    if (!is_active) { PopStyleColor(); }
20031
0
    if (is_active && IsItemHovered())
20032
0
    {
20033
0
        ImDrawList* draw_list = GetForegroundDrawList();
20034
0
        draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));
20035
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
20036
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
20037
0
    }
20038
0
    if (open)
20039
0
    {
20040
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
20041
0
        {
20042
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
20043
0
            PushID(tab);
20044
0
            if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);
20045
0
            if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();
20046
0
            Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f",
20047
0
                tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth);
20048
0
            PopID();
20049
0
        }
20050
0
        TreePop();
20051
0
    }
20052
0
}
20053
20054
void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
20055
0
{
20056
0
    SetNextItemOpen(true, ImGuiCond_Once);
20057
0
    if (TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A"))
20058
0
    {
20059
0
        ImGuiWindowFlags flags = viewport->Flags;
20060
0
        BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%",
20061
0
            viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
20062
0
            viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y,
20063
0
            viewport->PlatformMonitor, viewport->DpiScale * 100.0f);
20064
0
        if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } }
20065
0
        BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags,
20066
            //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard
20067
0
            (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
20068
0
            (flags & ImGuiViewportFlags_IsMinimized) ? " IsMinimized" : "",
20069
0
            (flags & ImGuiViewportFlags_IsFocused) ? " IsFocused" : "",
20070
0
            (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "",
20071
0
            (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "",
20072
0
            (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "",
20073
0
            (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "",
20074
0
            (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "",
20075
0
            (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "",
20076
0
            (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "",
20077
0
            (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "",
20078
0
            (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "",
20079
0
            (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "");
20080
0
        for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
20081
0
            for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
20082
0
                DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
20083
0
        TreePop();
20084
0
    }
20085
0
}
20086
20087
void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
20088
0
{
20089
0
    if (window == NULL)
20090
0
    {
20091
0
        BulletText("%s: NULL", label);
20092
0
        return;
20093
0
    }
20094
20095
0
    ImGuiContext& g = *GImGui;
20096
0
    const bool is_active = window->WasActive;
20097
0
    ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
20098
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20099
0
    const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*");
20100
0
    if (!is_active) { PopStyleColor(); }
20101
0
    if (IsItemHovered() && is_active)
20102
0
        GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
20103
0
    if (!open)
20104
0
        return;
20105
20106
0
    if (window->MemoryCompacted)
20107
0
        TextDisabled("Note: some memory buffers have been compacted/freed.");
20108
20109
0
    ImGuiWindowFlags flags = window->Flags;
20110
0
    DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
20111
0
    BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);
20112
0
    BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
20113
0
        (flags & ImGuiWindowFlags_ChildWindow)  ? "Child " : "",      (flags & ImGuiWindowFlags_Tooltip)     ? "Tooltip "   : "",  (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
20114
0
        (flags & ImGuiWindowFlags_Modal)        ? "Modal " : "",      (flags & ImGuiWindowFlags_ChildMenu)   ? "ChildMenu " : "",  (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
20115
0
        (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
20116
0
    BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId);
20117
0
    BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
20118
0
    BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
20119
0
    BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
20120
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
20121
0
    {
20122
0
        ImRect r = window->NavRectRel[layer];
20123
0
        if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)
20124
0
            BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]);
20125
0
        else
20126
0
            BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);
20127
0
        DebugLocateItemOnHover(window->NavLastIds[layer]);
20128
0
    }
20129
0
    const ImVec2* pr = window->NavPreferredScoringPosRel;
20130
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
20131
0
        BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater.
20132
0
    BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
20133
20134
0
    BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y);
20135
0
    BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1);
20136
0
    BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible);
20137
0
    if (window->DockNode || window->DockNodeAsHost)
20138
0
        DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode");
20139
20140
0
    if (window->RootWindow != window)       { DebugNodeWindow(window->RootWindow, "RootWindow"); }
20141
0
    if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); }
20142
0
    if (window->ParentWindow != NULL)       { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
20143
0
    if (window->DC.ChildWindows.Size > 0)   { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
20144
0
    if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
20145
0
    {
20146
0
        for (int n = 0; n < window->ColumnsStorage.Size; n++)
20147
0
            DebugNodeColumns(&window->ColumnsStorage[n]);
20148
0
        TreePop();
20149
0
    }
20150
0
    DebugNodeStorage(&window->StateStorage, "Storage");
20151
0
    TreePop();
20152
0
}
20153
20154
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings)
20155
0
{
20156
0
    if (settings->WantDelete)
20157
0
        BeginDisabled();
20158
0
    Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d",
20159
0
        settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);
20160
0
    if (settings->WantDelete)
20161
0
        EndDisabled();
20162
0
}
20163
20164
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label)
20165
0
{
20166
0
    if (!TreeNode(label, "%s (%d)", label, windows->Size))
20167
0
        return;
20168
0
    for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back
20169
0
    {
20170
0
        PushID((*windows)[i]);
20171
0
        DebugNodeWindow((*windows)[i], "Window");
20172
0
        PopID();
20173
0
    }
20174
0
    TreePop();
20175
0
}
20176
20177
// FIXME-OPT: This is technically suboptimal, but it is simpler this way.
20178
void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack)
20179
0
{
20180
0
    for (int i = 0; i < windows_size; i++)
20181
0
    {
20182
0
        ImGuiWindow* window = windows[i];
20183
0
        if (window->ParentWindowInBeginStack != parent_in_begin_stack)
20184
0
            continue;
20185
0
        char buf[20];
20186
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext);
20187
        //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name);
20188
0
        DebugNodeWindow(window, buf);
20189
0
        Indent();
20190
0
        DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window);
20191
0
        Unindent();
20192
0
    }
20193
0
}
20194
20195
//-----------------------------------------------------------------------------
20196
// [SECTION] DEBUG LOG WINDOW
20197
//-----------------------------------------------------------------------------
20198
20199
void ImGui::DebugLog(const char* fmt, ...)
20200
0
{
20201
0
    va_list args;
20202
0
    va_start(args, fmt);
20203
0
    DebugLogV(fmt, args);
20204
0
    va_end(args);
20205
0
}
20206
20207
void ImGui::DebugLogV(const char* fmt, va_list args)
20208
0
{
20209
0
    ImGuiContext& g = *GImGui;
20210
0
    const int old_size = g.DebugLogBuf.size();
20211
0
    g.DebugLogBuf.appendf("[%05d] ", g.FrameCount);
20212
0
    g.DebugLogBuf.appendfv(fmt, args);
20213
0
    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY)
20214
0
        IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size);
20215
0
    g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size());
20216
0
}
20217
20218
void ImGui::ShowDebugLogWindow(bool* p_open)
20219
0
{
20220
0
    ImGuiContext& g = *GImGui;
20221
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
20222
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver);
20223
0
    if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1)
20224
0
    {
20225
0
        End();
20226
0
        return;
20227
0
    }
20228
20229
0
    CheckboxFlags("All", &g.DebugLogFlags, ImGuiDebugLogFlags_EventMask_);
20230
0
    SameLine(); CheckboxFlags("ActiveId", &g.DebugLogFlags, ImGuiDebugLogFlags_EventActiveId);
20231
0
    SameLine(); CheckboxFlags("Focus", &g.DebugLogFlags, ImGuiDebugLogFlags_EventFocus);
20232
0
    SameLine(); CheckboxFlags("Popup", &g.DebugLogFlags, ImGuiDebugLogFlags_EventPopup);
20233
0
    SameLine(); CheckboxFlags("Nav", &g.DebugLogFlags, ImGuiDebugLogFlags_EventNav);
20234
0
    SameLine(); if (CheckboxFlags("Clipper", &g.DebugLogFlags, ImGuiDebugLogFlags_EventClipper)) { g.DebugLogClipperAutoDisableFrames = 2; } if (IsItemHovered()) SetTooltip("Clipper log auto-disabled after 2 frames");
20235
    //SameLine(); CheckboxFlags("Selection", &g.DebugLogFlags, ImGuiDebugLogFlags_EventSelection);
20236
0
    SameLine(); CheckboxFlags("IO", &g.DebugLogFlags, ImGuiDebugLogFlags_EventIO);
20237
0
    SameLine(); CheckboxFlags("Docking", &g.DebugLogFlags, ImGuiDebugLogFlags_EventDocking);
20238
0
    SameLine(); CheckboxFlags("Viewport", &g.DebugLogFlags, ImGuiDebugLogFlags_EventViewport);
20239
20240
0
    if (SmallButton("Clear"))
20241
0
    {
20242
0
        g.DebugLogBuf.clear();
20243
0
        g.DebugLogIndex.clear();
20244
0
    }
20245
0
    SameLine();
20246
0
    if (SmallButton("Copy"))
20247
0
        SetClipboardText(g.DebugLogBuf.c_str());
20248
0
    BeginChild("##log", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
20249
20250
0
    ImGuiListClipper clipper;
20251
0
    clipper.Begin(g.DebugLogIndex.size());
20252
0
    while (clipper.Step())
20253
0
        for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
20254
0
        {
20255
0
            const char* line_begin = g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no);
20256
0
            const char* line_end = g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no);
20257
0
            TextUnformatted(line_begin, line_end);
20258
0
            ImRect text_rect = g.LastItemData.Rect;
20259
0
            if (IsItemHovered())
20260
0
                for (const char* p = line_begin; p <= line_end - 10; p++)
20261
0
                {
20262
0
                    ImGuiID id = 0;
20263
0
                    if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1)
20264
0
                        continue;
20265
0
                    ImVec2 p0 = CalcTextSize(line_begin, p);
20266
0
                    ImVec2 p1 = CalcTextSize(p, p + 10);
20267
0
                    g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y));
20268
0
                    if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true))
20269
0
                        DebugLocateItemOnHover(id);
20270
0
                    p += 10;
20271
0
                }
20272
0
        }
20273
0
    if (GetScrollY() >= GetScrollMaxY())
20274
0
        SetScrollHereY(1.0f);
20275
0
    EndChild();
20276
20277
0
    End();
20278
0
}
20279
20280
//-----------------------------------------------------------------------------
20281
// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)
20282
//-----------------------------------------------------------------------------
20283
20284
static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255);  // Green
20285
20286
void ImGui::DebugLocateItem(ImGuiID target_id)
20287
0
{
20288
0
    ImGuiContext& g = *GImGui;
20289
0
    g.DebugLocateId = target_id;
20290
0
    g.DebugLocateFrames = 2;
20291
0
}
20292
20293
void ImGui::DebugLocateItemOnHover(ImGuiID target_id)
20294
0
{
20295
0
    if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup))
20296
0
        return;
20297
0
    ImGuiContext& g = *GImGui;
20298
0
    DebugLocateItem(target_id);
20299
0
    GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR);
20300
0
}
20301
20302
void ImGui::DebugLocateItemResolveWithLastItem()
20303
0
{
20304
0
    ImGuiContext& g = *GImGui;
20305
0
    ImGuiLastItemData item_data = g.LastItemData;
20306
0
    g.DebugLocateId = 0;
20307
0
    ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow);
20308
0
    ImRect r = item_data.Rect;
20309
0
    r.Expand(3.0f);
20310
0
    ImVec2 p1 = g.IO.MousePos;
20311
0
    ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y);
20312
0
    draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR);
20313
0
    draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR);
20314
0
}
20315
20316
// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
20317
void ImGui::UpdateDebugToolItemPicker()
20318
0
{
20319
0
    ImGuiContext& g = *GImGui;
20320
0
    g.DebugItemPickerBreakId = 0;
20321
0
    if (!g.DebugItemPickerActive)
20322
0
        return;
20323
20324
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
20325
0
    SetMouseCursor(ImGuiMouseCursor_Hand);
20326
0
    if (IsKeyPressed(ImGuiKey_Escape))
20327
0
        g.DebugItemPickerActive = false;
20328
0
    const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift);
20329
0
    if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id)
20330
0
    {
20331
0
        g.DebugItemPickerBreakId = hovered_id;
20332
0
        g.DebugItemPickerActive = false;
20333
0
    }
20334
0
    for (int mouse_button = 0; mouse_button < 3; mouse_button++)
20335
0
        if (change_mapping && IsMouseClicked(mouse_button))
20336
0
            g.DebugItemPickerMouseButton = (ImU8)mouse_button;
20337
0
    SetNextWindowBgAlpha(0.70f);
20338
0
    if (!BeginTooltip())
20339
0
        return;
20340
0
    Text("HoveredId: 0x%08X", hovered_id);
20341
0
    Text("Press ESC to abort picking.");
20342
0
    const char* mouse_button_names[] = { "Left", "Right", "Middle" };
20343
0
    if (change_mapping)
20344
0
        Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button.");
20345
0
    else
20346
0
        TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]);
20347
0
    EndTooltip();
20348
0
}
20349
20350
// [DEBUG] Stack Tool: update queries. Called by NewFrame()
20351
void ImGui::UpdateDebugToolStackQueries()
20352
0
{
20353
0
    ImGuiContext& g = *GImGui;
20354
0
    ImGuiStackTool* tool = &g.DebugStackTool;
20355
20356
    // Clear hook when stack tool is not visible
20357
0
    g.DebugHookIdInfo = 0;
20358
0
    if (g.FrameCount != tool->LastActiveFrame + 1)
20359
0
        return;
20360
20361
    // Update queries. The steps are: -1: query Stack, >= 0: query each stack item
20362
    // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time
20363
0
    const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId;
20364
0
    if (tool->QueryId != query_id)
20365
0
    {
20366
0
        tool->QueryId = query_id;
20367
0
        tool->StackLevel = -1;
20368
0
        tool->Results.resize(0);
20369
0
    }
20370
0
    if (query_id == 0)
20371
0
        return;
20372
20373
    // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result)
20374
0
    int stack_level = tool->StackLevel;
20375
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
20376
0
        if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2)
20377
0
            tool->StackLevel++;
20378
20379
    // Update hook
20380
0
    stack_level = tool->StackLevel;
20381
0
    if (stack_level == -1)
20382
0
        g.DebugHookIdInfo = query_id;
20383
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
20384
0
    {
20385
0
        g.DebugHookIdInfo = tool->Results[stack_level].ID;
20386
0
        tool->Results[stack_level].QueryFrameCount++;
20387
0
    }
20388
0
}
20389
20390
// [DEBUG] Stack tool: hooks called by GetID() family functions
20391
void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end)
20392
0
{
20393
0
    ImGuiContext& g = *GImGui;
20394
0
    ImGuiWindow* window = g.CurrentWindow;
20395
0
    ImGuiStackTool* tool = &g.DebugStackTool;
20396
20397
    // Step 0: stack query
20398
    // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget.
20399
0
    if (tool->StackLevel == -1)
20400
0
    {
20401
0
        tool->StackLevel++;
20402
0
        tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo());
20403
0
        for (int n = 0; n < window->IDStack.Size + 1; n++)
20404
0
            tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id;
20405
0
        return;
20406
0
    }
20407
20408
    // Step 1+: query for individual level
20409
0
    IM_ASSERT(tool->StackLevel >= 0);
20410
0
    if (tool->StackLevel != window->IDStack.Size)
20411
0
        return;
20412
0
    ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];
20413
0
    IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);
20414
20415
0
    switch (data_type)
20416
0
    {
20417
0
    case ImGuiDataType_S32:
20418
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id);
20419
0
        break;
20420
0
    case ImGuiDataType_String:
20421
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id);
20422
0
        break;
20423
0
    case ImGuiDataType_Pointer:
20424
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id);
20425
0
        break;
20426
0
    case ImGuiDataType_ID:
20427
0
        if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.
20428
0
            return;
20429
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id);
20430
0
        break;
20431
0
    default:
20432
0
        IM_ASSERT(0);
20433
0
    }
20434
0
    info->QuerySuccess = true;
20435
0
    info->DataType = data_type;
20436
0
}
20437
20438
static int StackToolFormatLevelInfo(ImGuiStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size)
20439
0
{
20440
0
    ImGuiStackLevelInfo* info = &tool->Results[n];
20441
0
    ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;
20442
0
    if (window)                                                                 // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)
20443
0
        return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name);
20444
0
    if (info->QuerySuccess)                                                     // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)
20445
0
        return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc);
20446
0
    if (tool->StackLevel < tool->Results.Size)                                  // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.
20447
0
        return (*buf = 0);
20448
#ifdef IMGUI_ENABLE_TEST_ENGINE
20449
    if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID))   // Source: ImGuiTestEngine's ItemInfo()
20450
        return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label);
20451
#endif
20452
0
    return ImFormatString(buf, buf_size, "???");
20453
0
}
20454
20455
// Stack Tool: Display UI
20456
void ImGui::ShowStackToolWindow(bool* p_open)
20457
0
{
20458
0
    ImGuiContext& g = *GImGui;
20459
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
20460
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver);
20461
0
    if (!Begin("Dear ImGui Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1)
20462
0
    {
20463
0
        End();
20464
0
        return;
20465
0
    }
20466
20467
    // Display hovered/active status
20468
0
    ImGuiStackTool* tool = &g.DebugStackTool;
20469
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
20470
0
    const ImGuiID active_id = g.ActiveId;
20471
#ifdef IMGUI_ENABLE_TEST_ENGINE
20472
    Text("HoveredId: 0x%08X (\"%s\"), ActiveId:  0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : "");
20473
#else
20474
0
    Text("HoveredId: 0x%08X, ActiveId:  0x%08X", hovered_id, active_id);
20475
0
#endif
20476
0
    SameLine();
20477
0
    MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.");
20478
20479
    // CTRL+C to copy path
20480
0
    const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;
20481
0
    Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);
20482
0
    SameLine();
20483
0
    TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");
20484
0
    if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiMod_Ctrl) && IsKeyPressed(ImGuiKey_C))
20485
0
    {
20486
0
        tool->CopyToClipboardLastTime = (float)g.Time;
20487
0
        char* p = g.TempBuffer.Data;
20488
0
        char* p_end = p + g.TempBuffer.Size;
20489
0
        for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++)
20490
0
        {
20491
0
            *p++ = '/';
20492
0
            char level_desc[256];
20493
0
            StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));
20494
0
            for (int n = 0; level_desc[n] && p + 2 < p_end; n++)
20495
0
            {
20496
0
                if (level_desc[n] == '/')
20497
0
                    *p++ = '\\';
20498
0
                *p++ = level_desc[n];
20499
0
            }
20500
0
        }
20501
0
        *p = '\0';
20502
0
        SetClipboardText(g.TempBuffer.Data);
20503
0
    }
20504
20505
    // Display decorated stack
20506
0
    tool->LastActiveFrame = g.FrameCount;
20507
0
    if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))
20508
0
    {
20509
0
        const float id_width = CalcTextSize("0xDDDDDDDD").x;
20510
0
        TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width);
20511
0
        TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch);
20512
0
        TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width);
20513
0
        TableHeadersRow();
20514
0
        for (int n = 0; n < tool->Results.Size; n++)
20515
0
        {
20516
0
            ImGuiStackLevelInfo* info = &tool->Results[n];
20517
0
            TableNextColumn();
20518
0
            Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0);
20519
0
            TableNextColumn();
20520
0
            StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size);
20521
0
            TextUnformatted(g.TempBuffer.Data);
20522
0
            TableNextColumn();
20523
0
            Text("0x%08X", info->ID);
20524
0
            if (n == tool->Results.Size - 1)
20525
0
                TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header));
20526
0
        }
20527
0
        EndTable();
20528
0
    }
20529
0
    End();
20530
0
}
20531
20532
#else
20533
20534
void ImGui::ShowMetricsWindow(bool*) {}
20535
void ImGui::ShowFontAtlas(ImFontAtlas*) {}
20536
void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
20537
void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {}
20538
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
20539
void ImGui::DebugNodeFont(ImFont*) {}
20540
void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
20541
void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}
20542
void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}
20543
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {}
20544
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>*, const char*) {}
20545
void ImGui::DebugNodeViewport(ImGuiViewportP*) {}
20546
20547
void ImGui::DebugLog(const char*, ...) {}
20548
void ImGui::DebugLogV(const char*, va_list) {}
20549
void ImGui::ShowDebugLogWindow(bool*) {}
20550
void ImGui::ShowStackToolWindow(bool*) {}
20551
void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {}
20552
void ImGui::UpdateDebugToolItemPicker() {}
20553
void ImGui::UpdateDebugToolStackQueries() {}
20554
20555
#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
20556
20557
//-----------------------------------------------------------------------------
20558
20559
// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.
20560
// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github.
20561
#ifdef IMGUI_INCLUDE_IMGUI_USER_INL
20562
#include "imgui_user.inl"
20563
#endif
20564
20565
//-----------------------------------------------------------------------------
20566
20567
#endif // #ifndef IMGUI_DISABLE